// --------------------------------------------------------------------------
//
//	Head hitbox
//
// --------------------------------------------------------------------------

Actor HeadshotTarget2C: HeadshotTargetBase
{
	BloodType "Green_Blood"
	Radius 25
	Height 22
	States
	{
	Spawn:
		XXXX A 2
		XXXX A 0 A_NoBlocking
		Stop
	}
}

Actor HeadshotTarget4C: HeadshotTargetBase
{
	BloodType "Green_Blood"
	Radius 25
	Height 22
	States
	{
	Spawn:
		XXXX A 4
		XXXX A 0 A_NoBlocking
		Stop
	}
}

Actor HeadshotTarget6C: HeadshotTargetBase
{
	BloodType "Green_Blood"
	Radius 25
	Height 22
	States
	{
	Spawn:
		XXXX A 6
		XXXX A 0 A_NoBlocking
		Stop
	}
}

Actor HeadshotTarget8C: HeadshotTargetBase
{
	BloodType "Green_Blood"
	Radius 25
	Height 22
	States
	{
	Spawn:
		XXXX A 8
		XXXX A 0 A_NoBlocking
		Stop
	}
}

Actor HeadshotTarget10C: HeadshotTargetBase
{
	BloodType "Green_Blood"
	Radius 25
	Height 22
	States
	{
	Spawn:
		XXXX A 10
		XXXX A 0 A_NoBlocking
		Stop
	}
}


// --------------------------------------------------------------------------
//
//	Green blood
//
// --------------------------------------------------------------------------

Actor U_GreenSawBlood : Green_Blood Replaces GreenSawBlood
{
	-ALLOWPARTICLES
	translation "176:191=112:127","16:47=112:127"
	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("ChainsawHitGreen",200,RGF_PLAYERS | RGF_MONSTERS ,1)
		TNT1 A 0 A_RadiusGive("PowerGreenBloodOnVisor",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 GreenGibsZ
{
	Radius 1
	Height 1
	translation "176:191=112:127"
	states
	{
	Spawn:
		TNT1 A 1
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_Jump(256,"Death1","Death2","Death3","Death4","Death5")
	Death1:
		GIBS Z 1
		GIBS Z -1
		Stop
	Death2:
		GIBD A 1
		GIBD A -1
		Stop
	Death3:
		GIBD B 1
		GIBD B -1
		Stop
	Death4:
		GIBD C 1
		GIBD C -1
		Stop
	Death5:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile("GreenXDeathStomach",32,0,random (0,360),2,random (0,160))
		Stop
	}
}

Actor GreenGibsZ2 : GreenGibsZ
{
	translation "176:191=112:127","16:47=48:79"
}

Actor GreenBloodHit
{
	translation "176:191=112:127","16:47=112:127"
	height 8
	radius 4
	+NOBLOCKMAP
	+NOGRAVITY
	+NOCLIP
	+CLIENTSIDEONLY
	Scale 0.7
	states
	{
	Spawn:
		TNT1 A 0
		BLHT ABCDE 1
		Stop
	}
}

Actor U_Green_BloodSpot: Brutal_BloodSpot replaces Green_BloodSpot
{
	translation "168:191=112:127","16:47=123:127"
	Decal GreenBloodSplat
	scale 0.6
	states
	{
	SpawnNormally:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_SetAngle(Random(0,360))
		TNT1 A 0 A_Jump(256,"SpawnAFrameOnly","SpawnBFrameOnly","SpawnCFrameOnly","SpawnDFrameOnly")
	}
}

Actor U_Tiny_Green_BloodSpot : U_Green_BloodSpot
{
	scale 0.4
}

Actor DeadGreenBlood : DeadBlood
{
	translation "176:191=112:127","16:47=112:127"
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile("U_GreenBloodTr255",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_SpawnItem("GreenBloodHit")
  		stop
	Splash:
		TNT1 A 0
		stop
	}
}

Actor U_GreenBloodTr255: Green_FlyingBloodTrail
{
	Speed 2
	alpha 0.5
	scale 1.0
	-NOGRAVITY
	+ThruActors
	Gravity 0.3
	states
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		BTRL ABCD 3
		stop
	Death:
		TNT1 A 2
		Stop
	}
}

Actor GreenDetectCeilXDeath2// : DetectCeilXDeath2
{
	game Doom
	scale 0.4
	speed 0
	health 1
	radius 1
	height 1
	Gravity 0.0
	damage 0
	Renderstyle Translucent
	Alpha 0.95
	DamageType Blood
	+MISSILE
	+CLIENTSIDEONLY
	+NOTELEPORT
	+NOBLOCKMAP
	+FORCEXYBILLBOARD
	+NODAMAGETHRUST
	-DONTSPLASH
	+NOGRAVITY
	translation "174:188=112:126"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,25,0,1)
		XME1 A 2
		TNT1 A 0 A_SpawnItem("GreenSmearingXDeath2",0,-25)
		Stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile("GreenCeilXDeath2Checker",-15,0,90,2,90)
		Stop
	}
}

Actor GreenDetectCeilXDeath2b : GreenDetectCeilXDeath2
{
	translation "174:188=112:126","189:191=72:76","16:47=48:79"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,25,0,1)
		XME1 A 2
		TNT1 A 0 A_SpawnItem("GreenSmearingXDeath2b",0,-25)
		Stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile("GreenCeilXDeath2Checkerb",-15,0,90,2,90)
		Stop
	}
}

Actor GreenDetectCeilXDeath3 : GreenDetectCeilXDeath2
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,25,0,1)
		XME2 A 2
		TNT1 A 0 A_SpawnItem("GreenSmearingXDeath3",0,-25)
		Stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile("GreenCeilXDeath3Checker",-15,0,90,2,90)
		Stop
	}
}

Actor GreenDetectCeilXDeath3b : GreenDetectCeilXDeath3
{
	translation "174:188=112:126","189:191=72:76","16:47=48:79"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,25,0,1)
		XME1 A 2
		TNT1 A 0 A_SpawnItem("GreenSmearingXDeath3b",0,-25)
		Stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile("GreenCeilXDeath3Checkerb",-15,0,90,2,90)
		Stop
	}
}

Actor GreenSmearingXDeath2
{
	translation "176:186=117:127"
	Radius 2
	Height 2
	Speed 10
	mass 100
	Scale 1.0
	+NOBLOCKMAP
	+NOTELEPORT
	+THRUGHOST
	+CLIENTSIDEONLY
	+DONTSPLASH
	+MOVEWITHSECTOR
	-DONTSPLASH
	+FORCEXYBILLBOARD
	+QUARTERGRAVITY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
		TNT1 A 0 A_Recoil(-25)
		TNT1 A 0 A_Jump(256,1,19,37,55)
		XME1 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_CheckFloor("Rest")
		Goto Death
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("GreenXDeath2NoStick")
		Stop
	Rest:
		XME1 E 3
		TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,0,0,1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		XME1 E 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		XME1 E 20000
		Stop
	Vanish:
		XME1 E 1 A_FadeOut(0.1)
		Loop
	}
}

Actor GreenSmearingXDeath2b : GreenSmearingXDeath2
{
	translation "174:188=112:126","189:191=72:76","16:47=48:79"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
		TNT1 A 0 A_Recoil(-25)
		TNT1 A 0 A_Jump(256,1,19,37,55)
		XME1 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_CheckFloor("Rest")
		Goto Death
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("GreenXDeath2NoStickb")
		Stop
	}
}

Actor GreenSmearingXDeath3 : GreenSmearingXDeath2
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
		TNT1 A 0 A_Recoil(-20)
		TNT1 A 0 A_Jump(256,1,19,37,55)
		XME2 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_CheckFloor("Rest")
		Goto Death
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("GreenXDeath3NoStick")
		Stop
	Rest:
		XME2 E 3
		TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,0,0,1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		XME2 E 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		XME2 E 20000
		Stop
	Vanish:
		XME2 E 1 A_FadeOut(0.1)
		Loop
	}
}

Actor GreenSmearingXDeath3b : GreenSmearingXDeath3
{
	translation "174:188=112:126","189:191=72:76","16:47=48:79"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
		TNT1 A 0 A_Recoil(-20)
		TNT1 A 0 A_Jump(256,1,19,37,55)
		XME2 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_CheckFloor("Rest")
		Goto Death
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("GreenXDeath3NoStickb")
		Stop
	}
}

Actor GreenCeilXDeath2Checker: Green_FlyingBlood
{
	translation "176:186=117:127"
	damagetype Blood
	damage 0
	Radius 0
	Height 0
	Speed 400
	Gravity 0.0
	Decal GreenBloodSuper
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		XME1 A 4
		Stop
	Xdeath:
	Splash:
		TNT1 A 0
		stop
	Death:
		TNT1 A 1 A_SpawnItem("GreenCeilXDeath2",0,0,0,1)
		TNT1 A 5
		stop
	}
}

Actor GreenCeilXDeath2Checkerb : GreenCeilXDeath2Checker
{
	translation "174:188=112:126","189:191=72:76","16:47=48:79"
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		XME1 A 4
		Stop
	Xdeath:
	Splash:
		TNT1 A 0
		stop
	Death:
		TNT1 A 1 A_SpawnItem("GreenCeilXDeath2b",0,0,0,1)
		TNT1 A 5
		stop
	}
}

Actor GreenCeilXDeath3Checker : GreenCeilXDeath2Checker
{
	translation "176:186=117:127"
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		XME2 A 4
		Stop
	Xdeath:
	Splash:
		TNT1 A 0
		stop
	Death:
		TNT1 A 1 A_SpawnItem("GreenCeilXDeath3",0,0,0,1)
		TNT1 A 5
		stop
	}
}

Actor GreenCeilXDeath3Checkerb : GreenCeilXDeath2Checker
{
	translation "176:186=117:127","187:191=72:76","16:47=48:79"
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		XME2 A 4
		Stop
	Xdeath:
	Splash:
		TNT1 A 0
		stop
	Death:
		TNT1 A 1 A_SpawnItem("GreenCeilXDeath3b",0,0,0,1)
		TNT1 A 5
		stop
	}
}

Actor GreenCeilXDeath2 : Brutal_BloodSpot
{
	translation "176:186=117:127"
	+SPAWNCEILING
	+MOVEWITHSECTOR
	-DOOMBOUNCE
	+NOGRAVITY
	+DontSplash
	+MISSILE
	Renderstyle Normal 
	Scale 1.1
	states
	{
	Spawn:
		Goto Crash
	Death:
	Crash:
		TNT1 A 0
		TNT1 A 0 A_Jump (256,1,9,17,25)
		XME1 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 3 ThrustThingZ(0,35,0,1)
		Goto Fall
	Fall:
		TNT1 A 0 A_SpawnItem("GreenXDeath2NoStick")
		stop
	Splash:
		TNT1 A 0
		stop
	}
}

Actor GreenCeilXDeath2b : GreenCeilXDeath2
{
	translation "176:188=118:126","189:191=72:76","16:47=48:79"
	states
	{
	Spawn:
		Goto Crash
	Death:
	Crash:
		TNT1 A 0
		TNT1 A 0 A_Jump (256,1,9,17,25)
		XME1 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 3 ThrustThingZ(0,35,0,1)
		Goto Fall
	Fall:
		TNT1 A 0 A_SpawnItem("GreenXDeath2NoStickb")
		stop
	}
}

Actor GreenCeilXDeath3 : GreenCeilXDeath2
{
	translation "176:186=117:127"
	states
	{
	Spawn:
		Goto Crash
	Death:
	Crash:
		TNT1 A 0
		TNT1 A 0 A_Jump (256,1,9,17,25)
		XME2 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 3 ThrustThingZ(0,35,0,1)
		Goto Fall
	Fall:
		TNT1 A 0 A_SpawnItem("GreenXDeath3NoStick")
		stop
	}
}

Actor GreenCeilXDeath3b : GreenCeilXDeath2
{
	translation "176:188=118:126","189:191=72:76","16:47=48:79"
	states
	{
	Spawn:
		Goto Crash
	Death:
	Crash:
		TNT1 A 0
		TNT1 A 0 A_Jump (256,1,9,17,25)
		XME2 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 3 ThrustThingZ(0,35,0,1)
		Goto Fall
	Fall:
		TNT1 A 0 A_SpawnItem("GreenXDeath3NoStickb")
		stop
	}
}
/*
Actor U_Green_Blood : Brutal_Blood replaces Green_Blood
{
	translation "176:191=112:127","16:47=112:127"
	Decal GreenBloodSplat
	+FORCEXYBILLBOARD
	Scale 0.5
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckBloodIntensity")
		TNT1 A 2
	Spawn2:
		TNT1 A 0 A_CustomMissile("Green_FlyingBlood",7,0,random (0,360),2,random (30,150))
		BLHT ABCDEFG 1
		BLHT HHHHHHHHHHH 1 A_FadeOut(0.1)
		Stop
	LowBlood:
		BLHT ABCDEFG 1
		BLHT HHHHHHHHHHH 1 A_FadeOut(0.1)
		Stop
	LotsOfBlood:
		TNT1 AAAAAAAA 0 A_CustomMissile("Green_FlyingBloodFake",0,0,random (0,360),2,random (0,90))
		TNT1 A 0 A_CustomMissile("Green_FlyingBloodMuchFaster",7,0,random (0,360),2,random (40,60))
		TNT1 A 0 A_CustomMissile("Green_FlyingBlood",7,0,random (0,360),2,random (20,40))
		TNT1 AA 0 A_CustomMissile("GreenSuperGoreMistSmall",0,0,random (0,360),2,random (10,90))
		TNT1 A 0 A_CustomMissile("GreenSuperGoreMistTiny",0,0,random (0,360),2,random (60,90))
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,90))
		BLHT ABCDEFG 1
		BLHT HHHHHHHHHHH 1 A_FadeOut(0.1)
		Stop
	AbsurdBlood:
		TNT1 A 2
		TNT1 A 0 A_JumpIfInventory("AnimuGore",1,"AnimuGore")
		TNT1 AAAAAAAA 0 A_CustomMissile("Green_FlyingBloodFake",0,0,random (0,360),2,random (0,90))
		TNT1 AAA 0 A_CustomMissile("Green_FlyingBloodMuchFaster",7,0,random (0,360),2,random (10,50))
		TNT1 A 0 A_CustomMissile("Green_FlyingBloodMuchFaster",7,0,random (0,360),2,random (40,60))
		TNT1 AAA 0 A_CustomMissile("GreenBloodmistSmall",7,0,random (0,360),2,random (30,90))
		TNT1 AA 0 A_CustomMissile("GreenSuperGoreMistSmall",0,0,random (0,360),2,random (10,90))
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,90))
		BLHT ABCDEFG 1
		BLHT HHHHHHHHHHH 1 A_FadeOut(0.1)
		Stop
	AnimuGore:
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBloodMuchFaster",7,0,random (0,360),2,random (10,50))
		TNT1 A 0 A_CustomMissile("Green_FlyingBloodMuchFaster",7,0,random (0,360),2,random (40,60))
		TNT1 AAA 0 A_CustomMissile("GreenBloodmist",7,0,random (0,360),2,random (30,90))
		TNT1 AA 0 A_CustomMissile("GreenSuperGoreMistSmall",0,0,random (0,360),2,random (10,90))
		TNT1 AA 0 A_CustomMissile("XDeath1Green",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("GreenSuperGoreSpawner2",0,0,random (0,360),2,random (10,90))
		BLHT ABCDEFG 1
		BLHT GGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.05)
		Stop
	}
}
*/
Actor U_DetectCeilGreenBloodSimpler
{
	game Doom
	scale 0.4
	speed 0
	health 1
	radius 1
	height 1
	Gravity 0.0
	damage 0
	Renderstyle Translucent
	Alpha 0.95
	DamageType Blood
	+MISSILE
	+CLIENTSIDEONLY
	+NOTELEPORT
	+NOBLOCKMAP
	+FORCEXYBILLBOARD
	+NODAMAGETHRUST
	-DONTSPLASH
	+NOGRAVITY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,35,0,1)
		TNT1 A 2
	Death:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile("U_CeilGreenBloodChecker",-15,0,90,2,90)
		Stop
	}
}

Actor U_DetectCeilGreenBloodSimplerLarge: U_DetectCeilGreenBloodSimpler
{
	States
	{
	Death:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile("U_CeilGreenBloodCheckerLarge",-15,0,90,2,90)
		Stop
	}
}

Actor U_CeilGreenBloodChecker
{
	+MISSILE
	+CLIENTSIDEONLY
	+NOTELEPORT
	+NOBLOCKMAP
	+THRUACTORS
	+FORCEXYBILLBOARD
	+MOVEWITHSECTOR
	+DONTSPLASH
	+BLOODLESSIMPACT 
	-SKYEXPLODE
	+BOUNCEONWALLS
	damagetype Blood
	damage 0
	Radius 8
	Height 1
	Speed 400
	Gravity 0.0
	Mass 1
	Decal GreenBloodSuper
    States
    {
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 4
		Stop
	Splash:
		TNT1 A 0
		stop
	Xdeath:
		TNT1 A 1
		Stop
	Death:
		TNT1 A 1 A_SpawnItem("U_CeilGreenBloodSpot",0,0,0,1)
		TNT1 A 5
		stop
	}
}

Actor U_CeilGreenBloodCheckerLarge: U_CeilGreenBloodChecker
{
	States
	{
	Death:
		TNT1 A 1 A_SpawnItem("U_CeilGreenBloodSpotLarge",0,0,0,1)
		TNT1 A 5
		stop
	}
}

Actor U_CeilGreenBloodSpot: U_Green_BloodSpot
{
	translation "170:191=112:127","16:47=112:127"
	Projectile
	+SPAWNCEILING
	+CEILINGHUGGER
	+MOVEWITHSECTOR
	-DOOMBOUNCE
	+NOGRAVITY
	+DontSplash
	states
	{
	Spawn:
		BPDL A 1
		TNT1 A 0 A_SpawnItem("U_DripingGreenBloodLeavesSmallPool")
		TNT1 A 0 A_SpawnItem("U_CeilGreenBloodTinyBloodSpawner")
		BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
		BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
		BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
		BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
		BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
		BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
		BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
		BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
		BPDL AAAAAAAAAAA 1 A_FadeOut(0.1)
		stop
	}
}

Actor U_CeilGreenBloodSpotLarge: U_CeilGreenBloodSpot
{
	translation "170:191=112:127","16:47=112:127"
	scale 0.5
	states
	{
	Spawn:
		BPDL A 1
		TNT1 A 0 A_SpawnItem("U_DripingGreenBloodLeavesSmallPool")
		TNT1 A 0 A_SpawnItem("U_CeilGreenBloodLargeBloodSpawner")
		BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
		BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
		BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
		BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
		BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
		BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
		BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
		BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)
		BPDL AAAAAAAAAAA 1 A_FadeOut(0.1)
		stop
	}
}

Actor TinyGreenBlood
{
	game Doom
	scale 0.2
	speed 7
	health 1
	radius 8
	height 1
	+DontSplash
	Gravity 0.7
	Decal GreenBloodSplat
	+MISSILE
	+CLIENTSIDEONLY
	+NOTELEPORT
	+NOBLOCKMAP
	+FORCEXYBILLBOARD
	-EXPLODEONWATER
	+DOOMBOUNCE
	BounceFactor 0.01
	translation "176:191=112:127","16:47=112:127"
    States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		BLUD Z 500
		Stop
	Splash:
		TNT1 A 0
		TNT1 AAA 0 A_CustomMissile ("GreenUnderblood", 7, 0, random (0, 360), 2, random (30, 150))
		stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("blooddrop3")
		XDT1 EFGHIJKL 2
		stop
	}
}

Actor U_DripingGreenBloodLeavesSmallPool: TinyGreenBlood
{
	translation "170:191=112:127","16:47=112:127"
	scale 0.3
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		BLUD Z 4
		loop
	Splash:
		TNT1 A 0
		stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("U_MinuscleGreenBloodSpot")
		TNT1 A 0 A_PlaySound("blooddrop2")
		XDT1 EFGHIJKL 2
		stop
	}
}

Actor U_Green_FlyingBlood : Brutal_FlyingBlood replaces Green_FlyingBlood
{
	translation "176:191=112:127","16:47=112:127"
	Decal GreenBloodSplat
	scale 0.4
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		BLOD AB 2
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		TNT1 A 0 A_Jump(256,"Spawn1","Spawn2")
	Spawn1:
		BLOD C 1
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		loop
	Spawn2:
		BLOD E 1
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		loop
	Splash:
		BLOD A 0
		TNT1 A 0 A_SpawnItem("GreenUnderblood")
		stop
	Death:
		TNT1 A 0 A_Jump(128,"Death2")
		TNT1 A 0 A_PlaySound("blooddrop2")
		TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,1)
		TNT1 A 0 A_SpawnItemEx("U_DetectCeilGreenBloodSimpler",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 1
		Stop
	Death2:
		TNT1 A 0 A_PlaySound("blooddrop")
		XDT1 EFGHIJKL 2
		TNT1 A 0
		Stop
	}
}

Actor U_MinuscleGreenBloodSpot: U_Green_BloodSpot
{
	Scale 1.0
}

Actor U_CeilGreenBloodTinyBloodSpawner: TinyGreenBlood
{
	+NOGRAVITY
	+ThruActors
	+NOCLIP
	translation "176:184=118:126"
	States
	{
	Spawn:
		TNT1 AAAAAAAAAAAAAA 5 A_SpawnItemEx("GreenBloodDripingFromCeiling",random (-5,5),random (-5,5))
		TNT1 AAAAAAAAAAAAAA 10 A_SpawnItemEx("GreenBloodDripingFromCeiling",random (-5,5),random (-5,5))
		TNT1 AAAAAAAAAAAAAA 16 A_SpawnItemEx("GreenBloodDripingFromCeiling",random (-5,5),random (-5,5))
		TNT1 AAAAAAAAAAAAAA 24 A_SpawnItem("GreenBloodDripingFromCeiling")
		stop
	}
}

Actor U_CeilGreenBloodLargeBloodSpawner: TinyGreenBlood
{
	+NOGRAVITY
	+ThruActors
	+NOCLIP
	translation "176:184=118:126"
	States
	{
	Spawn:
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3 A_SpawnItemEx("GreenBloodDripingFromCeilingBig",random (-5,5),random (-5,5))
		TNT1 AAAAAAAAAAAAAA 10 A_SpawnItemEx("GreenBloodDripingFromCeilingBig",random (-5,5),random (-5,5))
		TNT1 AAAAAAAAAAAAAA 15 A_SpawnItemEx("GreenBloodDripingFromCeiling",random (-5,5),random (-5,5))
		TNT1 AAAAAAAAAAAAAA 20 A_SpawnItemEx("GreenBloodDripingFromCeiling",random (-5,5),random (-5,5))
		stop
	}
}
/*
Actor GreenBloodDripingFromCeiling: TinyGreenBlood
{
	translation "176:191=112:127","16:47=112:127"
	+DOOMBOUNCE
	+ThruActors
	+CLIENTSIDEONLY
	BounceFactor 0.1
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,300,0,1)
		TNT1 A 0 A_Jump(230,"NoSpawn")
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		BLUD Z 500
		loop
	}
}

Actor GreenBloodDripingFromCeilingBig: TinyGreenBlood
{
	translation "176:191=112:127","16:47=112:127"
	+DOOMBOUNCE
	BounceFactor 0.1
	XScale 0.4
	YScale 0.8
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,300,0,1)
		TNT1 A 0 A_Jump(160,"NoSpawn")
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		BLUD Z 500
		loop
	}
}

Actor U_Green_FlyingBloodTrail replaces Green_FlyingBloodTrail
{
	translation "176:191=112:127","16:47=112:127"
	game Doom
	scale 0.4
	mass 100
	renderstyle Translucent
	alpha 0.5
	Decal GreenBloodSplat
	+LOWGRAVITY
	+NOTELEPORT
	+NOBLOCKMAP
	+NOCLIP
	+FORCEXYBILLBOARD
	+CLIENTSIDEONLY
	+DontSplash
	+MISSILE
	-NOGRAVITY
	Speed 2
	states
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		BLHT ABCDE 2
		stop
	Death:
		TNT1 A 0
		Stop
	Splash:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("GreenUnderblood")
		stop
	}
}
*/
Actor U_GreenBloodTr: Green_FlyingBloodTrail
{
	Speed 4
	alpha 0.7
	scale 1.1
	states
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		BTRL ABCD 4
	stop
	}
}

Actor U_GreenSuperGore replaces GreenSuperGore
{
	Decal GreenBloodSuper
	game Doom
	Alpha 0.6
	+FORCEXYBILLBOARD
	+GHOST
	+NOBLOCKMAP
	Gravity 0.1
	+DontSplash
	-EXPLODEONWATER
	-ALLOWPARTICLES 
	+CLIENTSIDEONLY
	-NOGRAVITY
	+ThruActors
	Scale 1.0
	Speed 2
	translation "176:191=112:127","16:47=112:127"
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1,"SpawnUnderwater")
		BLER GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.01)
		stop
	SpawnUnderwater:
		TNT1 A 0
		TNT1 AA 0 A_CustomMissile("GreenUnderblood",32,0,random (0,360),2,random (0,160))
		Stop
	}
}

Actor U_Green_FlyingBloodMuchFaster: U_Green_FlyingBlood
{
	Scale 1.0
	Speed 7
}

Actor U_Green_FlyingBloodFake 
{
	game Doom
	scale 0.5
	speed 3
	health 1
	radius 8
	height 1
	Gravity 0.3
	damage 0
	Renderstyle Translucent
	Alpha 0.95
	DamageType Blood
	Decal GreenBloodSplat
	+MISSILE
	+CLIENTSIDEONLY
	+NOTELEPORT
	+NOBLOCKMAP
	+BLOODLESSIMPACT 
	+FORCEXYBILLBOARD
	+NODAMAGETHRUST
	+MOVEWITHSECTOR
	+CORPSE
	-DONTSPLASH
	+ThruActors
	translation "176:191=112:127","16:47=112:127"
	mass 100
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		BLOD KKKKKKKKKKKKKKKKKKKK 1 A_FadeOut(0.05)
		Stop
	Splash:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("GreenUnderblood")
		stop
	Death:
		TNT1 A 10
		Stop
	}
}

Actor GreenUnderblood: Underblood1
{
	translation "176:191=112:127","16:47=112:127"
}

Actor GreenBloodPool: GrowingBloodPool
{
	scale 0.6
	translation "176:191=116:127","16:47=116:127"
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_SetScale(-1 * scaleX,scaleY)
		TNT5 A 1
		TNT1 A 0 A_SpawnItemEx("BootSmearerGreen",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT5 A 30
		TNT5 ABCDEFGHIJKLMNOP 5
		TNT5 QRSTUVWXYZ 5
	Live:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		TNT5 Z 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		TNT5 Z 20000
		Stop
	Vanish:
		TNT5 Z 1 A_FadeOut(0.1)
		Loop
	Splash:
		TNT1 A 0
		stop
	}
}

Actor U_Green_LiquidBlood: U_Green_FlyingBlood replaces Green_LiquidBlood
{
	speed 3
	scale 0.2
	gravity 0.6

	States
	{
	Spawn:
		BLOD A 1 A_SpawnItem("U_Green_LiquidBloodTrail")
		Loop
	Death:
		TNT1 A 0 A_PlaySound("blooddrop")
		XDT1 FGHIJKL 2
		TNT1 A 0
		Stop
	}
}

Actor U_Green_LiquidBloodTrail: U_Green_FlyingBlood 
{
	scale 0.4
	gravity 0.4
	States
	{
	Spawn:
		TNT1 A 0
		BL8D ABCDEEEEE 2
		Stop
	Death:
		TNT1 A 0
		Stop
	}
}

Actor MuchGreenBlood : Blood
{
	translation "176:191=112:127","16:47=112:127"
	states
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("U_GreenBloodTr255",15,0,random (0,360),2,random (0,160))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,180)
		TNT1 AAA 0 A_CustomMissile("GreenBloodMist",0,0,180)
  		TNT1 AAA 0 A_CustomMissile("Green_FlyingBlood",0,0,random (0,360),2,random (0,160))
		stop
	Splash:
		TNT1 A 0
		stop
	}
}

Actor MuchGreenBlood2 : Blood
{
	translation "176:191=112:127","16:47=112:127"
	states
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("U_GreenBloodTr255",15,0,random (0,360),2,random (0,160))
		TNT1 AAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		TNT1 AAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,180)
  		TNT1 AAA 0 A_CustomMissile("Green_FlyingBlood",0,0,random (0,360),2,random (0,160))
		stop
	Splash:
		TNT1 A 0
		stop
	}
}

Actor U_WallGreenBlood
{
	game Doom
	scale 0.6
	speed 26
	health 1
	radius 8
	height 1
	Gravity 0.2
	damage 0
	DamageType Blood
	Decal GreenBloodSuper
	+MISSILE
	+CLIENTSIDEONLY
	+NOTELEPORT
	+NOBLOCKMAP
	+ThruActors
	translation "176:191=112:127","16:47=112:127"
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		TNT1 ABCD 4
		loop
	Splash:
		TNT1 A 0
		stop
	Death:
  		TNT1 A 3
		stop
	}
}

Actor U_GreenBloodmist : U_Green_FlyingBlood replaces GreenBloodmist
{
	decal GreenBloodSuper
	translation "168:191=112:127","16:47=123:127"
	+MISSILE
	+NOTELEPORT
	+NOBLOCKMAP
	+NOBLOCKMONST
	+DONTSPLASH
	+CLIENTSIDEONLY
	+ThruActors
	scale 0.8
	radius 2
	height 2
	speed 8
	Gravity 0.4
	RenderStyle Translucent
	alpha 0.9
	states
	{
	Spawn:
		MSBL ABCDEFGH 1
		MSBL H 70
		Stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_CheckFloor("Disappear")
		MSBL HHHHHHHHHH 1 A_FadeOut(0.1)
		Stop
	Disappear:
		TNT1 A 2
		Stop
	}
}

// --------------------------------------------------------------------------
//
// Green gore
//
// --------------------------------------------------------------------------

Actor U_GreenLimbBase
{
	+CLIENTSIDEONLY
	+NOTELEPORT
	+MOVEWITHSECTOR
	+DONTSPLASH
	+NOBLOCKMONST
	-NOBLOCKMAP
	+GHOST
	+ThruActors
	+FLOORCLIP
	+SLIDESONWALLS
	+FORCEXYBILLBOARD
	-SOLID
	+SHOOTABLE
	Radius 6
	Height 10
	Mass 200
	Painchance 256
	Health 35
	Speed 5
	DeathSound "misc/xdeath4"
	painchance "Flames",0
	painchance "Fire",0
	painchance "Burn",0
	painchance "KillMe",0
	Damagefactor "Avoid",0.0
	Damagefactor "Blood",0.0
	Damagefactor "BlueBlood",0.0
	Damagefactor "Crush",50.0
	Damagefactor "CauseObjectsToSplash",0.0
	Damagefactor "Explosive",0.1
	Damagefactor "ExplosiveImpact",9.1
	Damagefactor "ExtremePunches",2.0
	Damagefactor "GibRemoving",0.5
	Damagefactor "GreenBlood",0.0
	Damagefactor "Kick",9.0
	Damagefactor "KillMe",0.0
	Damagefactor "Melee",9.0
	Damagefactor "Plasma",20.0
	Damagefactor "SuperKick",3.0
	Damagefactor "Shrapnel",100.0
	Damagefactor "SuperPunch",9.0
	Damagefactor "TeleportRemover",1000.0
	Damagefactor "Taunt",0.0
	Damagefactor "Trample",2.0
	Damagefactor "Headkick",0.0
	BloodType "Green_Blood","U_GreenSawBlood"
	translation "176:185=32:41","186:191=122:127"
	States
	{
	Spawn:
		TNT1 A -1
		Stop 
	Death:
  		TNT1 AAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,180),2,random (0,180))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",5,5,random (0,360),2,random (0,160))
		TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,1)
		Stop
	}
}

Actor GreenXDeathLimb
{
	Radius 8
	Height 8
	Scale 1.1
	Speed 8
	Mass 100
	gravity 1
	Decal GreenBloodSplat
	BounceFactor 0.2
	wallbouncefActor 0.2
	BounceCount 3
	+DOOMBOUNCE
	+MOVEWITHSECTOR
	+CLIENTSIDEONLY
	+NOBLOCKMAP
	+NOTELEPORT
	+MISSILE
	+EXPLODEONWATER
	+SKYEXPLODE
	-DONTSPLASH
	seesound "bloood"
	deathsound "bloood"
	States
	{
	Spawn:
		TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,1)
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		XARM AEBCFDG 5 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		XDT5 I 1
		XDT5 I 0 A_SpawnItem("Gib_Arm")
		Stop
	}
}

Actor GreenInstestin
{
	Radius 8
	Height 12
	Speed 6
	Mass 10
	BounceFactor 0.4
	Renderstyle Translucent
	Alpha 0.9
	+DOOMBOUNCE
	+NOBLOCKMAP
	+MISSILE
	+NOTELEPORT
	+MOVEWITHSECTOR
	+CLIENTSIDEONLY
	+FORCEXYBILLBOARD
	-EXPLODEONWATER
	DeathSound "misc/xdeath1"
	Decal GreenBloodSplat
	translation "176:186=117:127"
	Scale 1.1
	States
	{
	Spawn:
		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
	}
}

Actor U_GreenXDeath1 : XDeath1
{
	translation "176:191=112:127","16:47=112:127"
	Decal GreenBloodSuper
	Mass 100
	Scale 0.6
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Underwater")
		BLOD ABCD 4 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,1)
		XDT1 EFGHIJKL 4
		Stop
	Underwater:
	Splash:
		BLUD C 0 ThrustThingZ (0,35,1,0)
		XDT1 AB 3 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		BLUD C 0 ThrustThingZ (0,35,1,0)
		XDT1 CD 3 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		Loop
	}
}

Actor U_GreenXDeath2: U_GreenXDeath1
{
	translation "174:188=112:126"
	+CLIENTSIDEONLY
	+DONTSPLASH
	Speed 4
	Gravity 0.4
	DeathSound "misc/xdeath2"
	Decal GreenBloodSuper
	Scale 1.1
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		XME1 ABCD 3 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		TNT1 AAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,180),2,random (0,180))
		TNT1 A 0 A_CheckFloor("SpawnFloor")
		TNT1 A 0 A_SpawnItemEx("U_DetectCeilGreenBloodSimplerLarge",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx("GreenDetectCeilXDeath2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Stop
	SpawnFloor:
		XME1 E 3
		TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,1)
	Living:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		XME1 E 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		XME1 E 20000
		Stop
	Vanish:
		XME1 E 1 A_FadeOut(0.1)
		Loop
	Splash:
		TNT1 A 0 ThrustThingZ (0,35,1,0)
	Underwater:
		XME1 ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 5 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		XME1 ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 5
		XME1 ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 5
		XME1 ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 6
		XME1 ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 6
		XME1 ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 7
		XME1 ABCDABCDABCDABCDABCDABCD 7 A_FadeOut(0.05)
		Stop
	}
}

Actor U_GreenXDeath2b : U_GreenXDeath2
{
	Scale 0.9
	Speed 8
}

Actor U_GreenXDeath2c : U_GreenXDeath2
{
	translation "176:188=118:126","189:191=72:76","16:47=48:79"
	Scale 0.9
	Speed 4
	States
	{
	Death:
		TNT1 AAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,180),2,random (0,180))
		TNT1 A 0 A_CheckFloor("SpawnFloor")
		TNT1 A 0 A_SpawnItemEx("U_DetectCeilGreenBloodSimplerLarge",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx("GreenDetectCeilXDeath2b",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Stop
	}
}

Actor U_GreenXDeath2d : U_GreenXDeath2c
{
	Scale 0.7
	Speed 8
}

Actor U_GreenXDeath3: U_GreenXDeath1
{
	translation "176:188=118:126","189:191=40:44","16:47=16:47"
	SeeSound "misc/xdeath4"
	DeathSound "misc/xdeath3"
	Decal GreenBloodSuper
	Scale 1.1
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		XME2 ABCD 3 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		TNT1 AAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,180),2,random (0,180))
		TNT1 A 0 A_CheckFloor("SpawnFloor")
		TNT1 A 0 A_SpawnItemEx("U_DetectCeilGreenBloodSimpler",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx("GreenDetectCeilXDeath3",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Stop
	SpawnFloor:
		XME2 E 3
		TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,1)
	Living:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		XME2 E 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		XME2 E 20000
		Stop
	Vanish:
		XME2 E 1 A_FadeOut(0.1)
		Loop	
	}
}

Actor U_GreenXDeath3b : U_GreenXDeath3
{
	Scale 0.9
	Speed 7
}

Actor U_GreenXDeath3c : U_GreenXDeath3
{
	translation "176:188=118:126","189:191=72:76","16:47=48:79"
	Scale 0.9
	Speed 4
	States
	{
	Death:
		TNT1 AAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,180),2,random (0,180))
		TNT1 A 0 A_CheckFloor("SpawnFloor")
		TNT1 A 0 A_SpawnItemEx("U_DetectCeilGreenBloodSimpler",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx("GreenDetectCeilXDeath3b",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		Stop
	}
}

Actor U_GreenXDeath3d : U_GreenXDeath3c
{
	Scale 0.7
	Speed 8
}

Actor U_GreenXDeath4: GreenXDeathLimb
{
	translation "174:188=112:126"
	SeeSound "misc/xdeath4"
	DeathSound "misc/xdeath3"
	Scale 1.1
	+DOOMBOUNCE
	BounceFactor 0.3
	wallbouncefActor 0.2
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		XME3 ABCDEFGH 3 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("Gib_GreenXDeath4",0,0,0,1)
		Stop
	}
}

Actor U_GreenXDeath4b : U_GreenXDeath4
{
	translation "174:188=113:127","189:191=72:76","16:47=48:79"
	Scale 0.9
	states
	{
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("Gib_GreenXDeath4b",0,0,0,1)
		Stop
	}
}

Actor Gib_GreenXDeath4: U_GreenLimbBase
{
	translation "174:188=112:126"
	Scale 1.1
	Health 15
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,1)
		TNT1 A 0 A_Jump(256,"Rest1","Rest2")
	Rest1:
		XME3 A 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish1")
		XME3 A 20000
	Vanish1:
		XME3 A 1 A_FadeOut(0.1)
		Loop
	Rest2:
		XME3 I 1000 
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish2")
		XME3 I 20000
	Vanish2:
		XME3 I 1 A_FadeOut(0.1)
		Loop
	Death.Plasma:
	Death.Plasma2:
	Death.SuperPlasma:
	Death.Burn:
	Death.Flames:
	Death.Fire:
	Death.GreenFire:
		TNT1 A 0 A_CustomMissile("U_GreenXDeath1",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen4",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen5",0,0,random (0,360),2,random (0,360))
		Stop
	Death:
		TNT1 AA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath1",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3",2,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1",2,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2",2,0,random (0,360),2,random (0,360))
		Stop
	Death.Trample:
		TNT1 A 0 A_GiveToTarget("BootsSmearedWithGreenBlood",3)
		TNT1 AA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath1",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2",0,0,random (0,360),2,random (0,360))
		Stop
	}
}

Actor Gib_GreenXDeath4b: Gib_GreenXDeath4
{
	translation "174:188=113:127","189:191=72:76","16:47=48:79"
	Scale 0.9
	States
	{
	Death:	
		TNT1 AA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath1",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3c",2,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1b",2,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2b",2,0,random (0,360),2,random (0,360))
		Stop
	Death.Trample:
		TNT1 A 0 A_GiveToTarget("BootsSmearedWithGreenBlood",3)
		TNT1 AA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath1",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2c",0,0,random (0,360),2,random (0,360))
		Stop
	}
}

Actor GreenXDeath2NoStick : U_GreenXDeath1
{
	translation "176:186=117:127"
	+CLIENTSIDEONLY
	+DONTSPLASH
	Speed 0
	Gravity 0.4
	DeathSound "misc/xdeath2"
	Decal GreenBloodSplat
	Scale 1.1
	Radius 1
	Height 0
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		TNT1 A 0 A_CheckFloor("Death")
		XME1 H 3
		Loop
	Death:
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,180),2,random (0,180))
		XME1 E 3
		TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,0,0,1)
	Splash:
	Living:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		XME1 E 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		XME1 E 20000
		Stop
	Vanish:
		XME1 E 1 A_FadeOut(0.1)
		Loop
	}
}

Actor GreenXDeath2NoStickb : GreenXDeath2NoStick
{
	translation "176:188=118:126","189:191=72:76","16:47=48:79"
}

Actor GreenXDeath3NoStick : GreenXDeath2NoStick
{
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		TNT1 A 0 A_CheckFloor("Death")
		XME2 H 3
		Loop
	Death:
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,180),2,random (0,180))
		XME2 E 3
		TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,0,0,1)
	Splash:
	Living:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		XME2 E 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		XME2 E 20000
		Stop
	Vanish:
		XME2 E 1 A_FadeOut(0.1)
		Loop
	}
}

Actor GreenXDeath3NoStickb : GreenXDeath3NoStick
{
	translation "176:188=118:126","189:191=72:76","16:47=48:79"
}

Actor GreenXDeathSkinPiece1: U_GreenXDeath1
{
	Radius 2
	Height 2
	Speed 10
	Scale 1.0
	Mass 100
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	translation "176:185=32:41","186:191=122:127"
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Underwater")
		XSKI A 4
		Loop
	Death:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		XSKI B 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		XSKI B 20000
		Stop
	Vanish:
		XSKI B 1 A_FadeOut(0.1)
		Loop
	Underwater:
	Splash:
		Goto Death
	}
}

Actor GreenXDeathSkinPiece1b : GreenXDeathSkinPiece1
{
	translation "176:186=118:126","187:191=72:76","16:47=48:79"
}

Actor GreenXDeathSkinPiece2: U_GreenXDeath1
{
	Radius 2
	Height 2
	Speed 10
	Scale 1.0
	SeeSound "none"
	DeathSound "none"
	Decal "none"
	translation "176:185=32:41","186:191=122:127"
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Underwater")
		XSKI C 4
		Loop
	Death:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		XSKI D 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		XSKI D 20000
		Stop
	Vanish:
		XSKI D 1 A_FadeOut(0.1)
		Loop
	Underwater:
	Splash:
		Goto Death
	}
}

Actor GreenXDeathSkinPiece2b : GreenXDeathSkinPiece2
{
	translation "176:186=118:126","187:191=72:76","16:47=48:79"
}

Actor GreenXDeathOrgan1: U_GreenXDeath1
{
	SeeSound "misc/xdeath4"
	DeathSound "misc/xdeath3"
	Decal GreenBloodSplatSmall
	Scale 1
	Speed 5
	translation "176:191=112:127","16:47=112:127"
	States
	{
	Spawn:
		XME8 A 4 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("U_Tiny_Green_BloodSpot",0,1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		XME8 A 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		XME8 A 20000
		Stop
	Vanish:
		XME8 A 1 A_FadeOut(0.1)
		Loop
	}
}

Actor GreenXDeathOrgan2: GreenXDeathOrgan1
{
States
{
	Spawn:
		XME8 B 4 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("U_Tiny_Green_BloodSpot",0,1)
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		XME8 B 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		XME8 B 20000
		Stop
	Vanish:
		XME8 B 1 A_FadeOut(0.1)
		Loop
	}
}

Actor GreenXDeathGuts: U_GreenXDeath1
{
	Scale 1.1
	SeeSound "misc/xdeath4"
	DeathSound "misc/xdeath3"
	translation "176:191=112:127"
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Splash")
		XME4 AAAABBBBCCCCDDDD 2
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,1)
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBloodTrail",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 GreenXDeathStomach: GreenXDeathLimb
{
	-DOOMBOUNCE
	BounceFactor 0.0
	Speed 2
	translation "176:191=112:127","16:47=112:127"
	States
	{
	Spawn:
		TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,1)
		XSTO A 24 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,1)
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,180),2,random (0,180))
	Rest:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		XSTO E 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		XSTO E 20000
		Stop
	Vanish:
		XSTO E 1 A_FadeOut(0.1)
		Loop
	}
}

Actor U_SmallGreenBrainPiece replaces SmallGreenBrainPiece
{
	Radius 2
	Height 2
	Speed 10
	mass 1
	Scale 0.5
	Decal GreenBloodSmearOld
	+MISSILE
	+NOBLOCKMAP
	+NOTELEPORT
	+THRUGHOST
	+ThruActors
	+CLIENTSIDEONLY
	+DONTSPLASH
	+MOVEWITHSECTOR
	-DONTSPLASH
	+FORCEXYBILLBOARD
	+FLOORCLIP
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NOGRAVITY",0)
		Goto See
	See:
		XDB5 ABCDEFGH 3
		Loop
	Death:
		TNT1 A 0 A_CheckFloor("Rest")
		TNT1 A 0 A_CheckCeiling("OnCeil")
		TNT1 A 0 A_SpawnItem("DetectCeilGreenBrain")
		TNT1 A 2
		Stop
	Onceil:
		TNT1 A 0 A_SpawnItem("CeilGreenBrain")
		TNT1 A 0 A_SpawnItem("U_DetectCeilGreenBloodSimpler")
		Stop
	Rest:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_Jump(256,"Rest1","Rest2")
	Rest1:
		XDB5 K 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish1")
		XDB5 K 20000
	Vanish1:
		XDB5 K 1 A_FadeOut(0.1)
		Loop
	Rest2:
		XDB5 O 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish2")
		XDB5 O 20000
	Vanish2:
		XDB5 O 1 A_FadeOut(0.1)
		Loop
	}
}

Actor DetectCeilGreenBrain
{
	game Doom
	scale 0.4
	speed 0
	health 1
	radius 1
	height 1
	Gravity 0.0
	damage 0
	Renderstyle Translucent
	Alpha 0.95
	DamageType Blood
	+MISSILE
	+CLIENTSIDEONLY
	+NOTELEPORT
	+NOBLOCKMAP
	+FORCEXYBILLBOARD
	+NODAMAGETHRUST
	-DONTSPLASH
	+NOGRAVITY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,35,0,1)
		XDB5 A 1
		TNT1 A 0 A_SpawnItem("SmearingGreenBrain",0,-20)
		Stop
	Death:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile("SmallGreenBrainPiece",-15,0,90,2,90)
		Stop
	}
}

Actor U_SmearingGreenBrain replaces SmearingGreenBrain
{
	Radius 2
	Height 2
	Speed 10
	Mass 1
	Scale 0.5
	+NOBLOCKMAP
	+NOTELEPORT
	+THRUGHOST
	+CLIENTSIDEONLY
	+DONTSPLASH
	+MOVEWITHSECTOR
	-DONTSPLASH
	+FORCEXYBILLBOARD
	+QUARTERGRAVITY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
		TNT1 A 0 A_Jump(256,1,10,20,30,40,50)
		XDB5 PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 1 A_CheckFloor("Rest")
		Goto Death
	Death:
		TNT1 A 0 A_ChangeFlag("QUARTERGRAVITY",0)
	Fall:
		XDB5 P 2 A_CheckFloor("Rest")
		TNT1 A 0 ThrustThingZ(0,-2,0,1)
		Loop
	Rest:	
		XDB5 K 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		XDB5 K 20000
	Vanish:
		XDB5 K 1 A_FadeOut(0.1)
		Loop
	}
}

Actor CeilGreenBrain: SmearingGreenBrain
{
	Radius 2
	Height 2
	Scale 0.5
	+NOBLOCKMAP
	+NOTELEPORT
	+THRUGHOST
	+CLIENTSIDEONLY
	+DONTSPLASH
	+MOVEWITHSECTOR
	+NOGRAVITY
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NOGRAVITY",1)
		TNT1 A 0 A_Jump(256,1,3,5,7,9)
		XDB5 JJJJJJJJJJJJ 20
		Goto Death
	Death:
		TNT1 A 0 A_SpawnItem("SmallGreenBrainPiece",0,-8)
		Stop
	}
}

Actor GreenJaw
{
	translation "172:184=114:126"
	Radius 2
	Height 2
	Speed 6
	mass 100
	Decal GreenBloodSplat
	+CLIENTSIDEONLY
	BounceFactor 0.4
	Scale 0.9
	+DOOMBOUNCE
	+MISSILE
	+NOBLOCKMAP
	+NOTELEPORT
	+DONTSPLASH
	+MOVEWITHSECTOR
	+FLOORCLIP
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		BRIB ABCD 4 A_CustomMissile("U_GreenBloodTr255",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_Jump(256,"Rest1","Rest2")
	Rest1:
		BRIB A 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish1")
		BRIB A 20000
	Vanish1:
		BRIB A 1 A_FadeOut(0.1)
		Loop
	Rest2:
		BRIB C 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish2")
		BRIB C 20000
	Vanish2:
		BRIB C 1 A_FadeOut(0.1)
		Loop
	}
}

Actor GreenEyeball
{
	Radius 2
	Height 2
	Speed 6
	mass 10
	Decal GreenBloodSplat
	+CLIENTSIDEONLY
	BounceFactor 0.4
	+FORCEXYBILLBOARD
	+DOOMBOUNCE
	+MISSILE
	+NOBLOCKMAP
	+NOTELEPORT
	+DONTSPLASH
	+MOVEWITHSECTOR
	+FLOORCLIP
	Scale 0.15
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		EYEG KLMN 4
		Loop
	Death:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_Jump(256,"Rest1","Rest2","Rest3","Rest4")
	Rest1:
		EYEG H 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish1")
		EYEG H 20000
	Vanish1:
		EYEG H 1 A_FadeOut(0.1)
		Loop
	Rest2:
		EYEG I 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish2")
		EYEG I 20000
	Vanish2:
		EYEG I 1 A_FadeOut(0.1)
		Loop
	Rest3:
		EYEG J 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish3")
		EYEG J 20000
	Vanish3:
		EYEG J 1 A_FadeOut(0.1)
		Loop
	Rest4:
		EYEG N 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish4")
		EYEG N 20000
	Vanish4:
		EYEG N 1 A_FadeOut(0.1)
		Loop
	}
}

Actor GreenMeatDeathSmall
{
	Radius 1
	Height 1
	Scale 0.8
	Speed 0
	mass 100
	Decal GreenBloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
	+NOBLOCKMAP
	+NOTELEPORT
	+MOVEWITHSECTOR
	+NOGRAVITY
	+NOCLIP
	+DONTSPLASH
	States
	{
	Spawn:
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",5,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2b",5,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3b",5,0,random (0,360),2,random (0,160))
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBlood",10,0,random (0,360),2,random (40,90))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2",5,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1",5,0,random (0,360),2,random (0,160))
		TNT1 AAAAAAAA 0 A_CustomMissile("GreenSuperGore",10,0,random (0,360),2,random (10,170))
		TNT1 AAAA 0 A_CustomMissile("GreenBloodMist",35,0,random (0,360),2,random (40,90))
		TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckBloodIntensity")
		TNT1 AAAAAAAAA 0 A_CustomMissile("GreenBloodMist",30,0,random (0,360),2,random (20,90))
		TNT1 A 0 A_CustomMissile("GreenSuperGore",64,0,random (0,360),2,random (20,40))
		Stop
	LowBlood:
		TNT1 AA 0 A_CustomMissile("GreenBloodMist",30,0,random (0,360),2,random (20,90))
		Stop
	LotsOfBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile("GreenBloodMist",30,0,random (0,360),2,random (20,90))
		TNT1 AAAAAA 0 A_CustomMissile("GreenSuperGore",64,0,random (0,360),2,random (20,40))
		Stop
	AbsurdBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile("GreenBloodMist",30,0,random (0,360),2,random (20,90))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile("GreenSuperGore",24,0,random (0,360),2,random (30,90))
		Stop
	AnimuGore:
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",5,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2b",5,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3b",5,0,random (0,360),2,random (0,160))
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile("GreenBloodMist",30,0,random (0,360),2,random (20,90))
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile("GreenSuperGore",24,0,random (0,360),2,random (30,90))
		Stop
	}
}

Actor GreenMeatDeathSmall2 : GreenMeatDeathSmall
{
	States
	{
	Spawn:
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",5,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2d",5,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3d",5,0,random (0,360),2,random (0,160))
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBlood",10,0,random (0,360),2,random (40,90))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2b",5,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1b",5,0,random (0,360),2,random (0,160))
		TNT1 AAAAAAAA 0 A_CustomMissile("GreenSuperGore",10,0,random (0,360),2,random (10,170))
		TNT1 AAAA 0 A_CustomMissile("GreenBloodMist",35,0,random (0,360),2,random (40,90))
		TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckBloodIntensity")
		TNT1 AAAAAAAAA 0 A_CustomMissile("GreenBloodMist",30,0,random (0,360),2,random (20,90))
		TNT1 A 0 A_CustomMissile("GreenSuperGore",64,0,random (0,360),2,random (20,40))
		Stop
	AnimuGore:
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",5,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2d",5,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3d",5,0,random (0,360),2,random (0,160))
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile("GreenBloodMist",30,0,random (0,360),2,random (20,90))
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile("GreenSuperGore",24,0,random (0,360),2,random (30,90))
		Stop
	}
}

Actor GreenCrushedRemains: CurbstompedMarine
{
	-SHOOTABLE
	+CLIENTSIDEONLY
	translation "176:191=112:127"
	States
	{
	Spawn:
		GUTS P 10
	Rest:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		GUTS P 1000 
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		GUTS P 20000
		Stop
	Vanish:
		GUTS P 1 A_FadeOut(0.1)
		Loop
	}
}


// --------------------------------------------------------------------------
//
// Baron & Knight gibs
//
// --------------------------------------------------------------------------


Actor U_XDeathHellKnightArm: GreenXDeathLimb replaces XDeathHellKnightArm
{
	//Translation "176:191=112:127","16:47=112:127"
	Scale 1.1
	Speed 7
	BounceFactor 0.4
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		GHKA ABCDEFGH 3 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		TNT1 A 0 A_SpawnItem("Gib_HellKnightArm",0,0,0,1)
		Stop
	}
}

Actor U_XDeathBaronArm: GreenXDeathLimb
{
	Translation "48:79=16:47","128:151=16:47"
	Scale 1.2
	Speed 7
	BounceFactor 0.4
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		GHKA ABCDEFGH 3 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		TNT1 A 0 A_SpawnItem("Gib_BaronArm",0,0,0,1)
		Stop
	}
}

Actor U_Gib_HellKnightArm: U_GreenLimbBase replaces Gib_HellKnightArm
{
	//Translation "176:191=112:127","16:47=112:127"
	Radius 12
	Scale 1.1
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_Jump(256,"Rest1","Rest2")
	Rest1:
		GHKA I 1000 
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish1")
		GHKA I 20000
	Vanish1:
		GHKA I 1 A_FadeOut(0.1)
		Loop
	Rest2:
		GHKA J 1000 
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish2")
		GHKA J 20000
	Vanish2:
		GHKA J 1 A_FadeOut(0.1)
		Loop
	Death.Plasma:
	Death.Plasma2:
	Death.SuperPlasma:
	Death.Burn:
	Death.Flames:
	Death.Fire:
	Death.GreenFire:
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen",32,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen4",32,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("XDeathBurnedMeatGreen5",32,0,random (0,360),2,random (0,160))
		Stop
	Death.Trample:
		TNT1 A 0 A_GiveToTarget("BootsSmearedWithGreenBlood",3)
	Death:
	Death.Crush:
		TNT1 AAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2c",5,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2d",5,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3c",5,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3d",5,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath4b",5,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("GenericHKGib4",2,0,random (0,360),2,random (10,90))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2b",5,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1b",5,0,random (0,360),2,random (0,360))
		Stop
	Death.ExtremePunches:
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
		GHKA II 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile("XDeathHellKnightArm",5,0,random (170,190),2,random (20,40))
		Stop
	Death.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,"Death")
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP",0)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		GHKA DE 3
		GHKA FGHABCDEFGHABCDEFGHABCDEFGH 3 A_CheckFloor("Landz")
	Landz:
		TNT1 A 0 A_SpawnItem("Gib_HellKnightArm")
		Stop
	Death.Desintegrate:
		TNT1 A 0
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBloodFake",0,0,random (0,360),2,random (0,90))
		TNT1 A 0 A_CustomMissile("Green_FlyingBlood",7,0,random (0,360),2,random (30,60))
		TNT1 A 0 A_CustomMissile("GreenBloodMist",7,0,random (0,360),2,random (30,60))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",5,5,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2c",5,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3c",5,-5,random (0,360),2,random (0,160))
		Stop
	}
}

Actor Gib_BaronArm: U_Gib_HellKnightArm
{
	Translation "48:79=16:47","128:151=16:47"
	Radius 12
	Scale 1.2
	States
	{
	Death.Trample:
		TNT1 A 0 A_GiveToTarget("BootsSmearedWithGreenBlood",3)
	Death:
	Death.Crush:
		TNT1 AAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2",5,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2b",5,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3",5,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3b",5,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath4",5,0,random (0,360),2,random (0,360))
		TNT1 AA 0 A_CustomMissile("GreenXDeathSkinPiece2",5,0,random (0,360),2,random (0,360))
		TNT1 AA 0 A_CustomMissile("GreenXDeathSkinPiece1",5,0,random (0,360),2,random (0,360))
		Stop
	Death.ExtremePunches:
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
		GHKA II 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile("U_XDeathBaronArm",5,0,random (170,190),2,random (20,40))
		Stop
	Landz:
		TNT1 A 0 A_SpawnItem("Gib_BaronArm")
		Stop
	Death.Desintegrate:
		TNT1 A 0
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBloodFake",0,0,random (0,360),2,random (0,90))
		TNT1 A 0 A_CustomMissile("Green_FlyingBlood",7,0,random (0,360),2,random (30,60))
		TNT1 A 0 A_CustomMissile("GreenBloodMist",7,0,random (0,360),2,random (30,60))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",5,5,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2",5,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3",5,-5,random (0,360),2,random (0,160))
		Stop
	}
}

Actor U_XDeathHellKnightTorso: GreenXDeathLimb replaces XDeathHellKnightTorso
{
	//Translation "176:191=112:127","16:47=112:127"
	Scale 1.1
	Speed 4
	BounceFactor 0.4
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		GHKT GHABCDEF 3 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		GHKT G 1
		TNT1 A 0 A_SpawnItem("Gib_HellKnightTorso",0,0,0,1)
		Stop
	}
}

Actor U_XDeathBaronofHellTorso: GreenXDeathLimb replaces XDeathBaronofHellTorso
{
	//Translation "176:191=112:127"
	Scale 1.3
	Speed 4
	BounceFactor 0.4
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		GORD ABCD 4 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		GORD E 1
		TNT1 A 0 A_SpawnItem("Gib_BaronofHellTorso",0,0,0,1)
		Stop
	}
}

Actor XDeathHellKnightTorsoKicked: U_XDeathHellKnightTorso
{
	Speed 5
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		GHKT GHABCDEF 3 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		GHKT G 1
		TNT1 A 0 A_SpawnItem("Gib_HellKnightTorso",0,0,0,1)
		Stop
	}
}

Actor XDeathBaronofHellTorsoKicked: U_XDeathBaronofHellTorso
{
	Speed 5
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		GORD ABCD 4 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		GORD E 1
		TNT1 A 0 A_SpawnItem("Gib_BaronofHellTorso",0,0,0,1)
		Stop
	}
}

Actor U_Gib_HellKnightTorso: U_GreenLimbBase replaces Gib_HellKnightTorso
{
	BloodType "Green_Blood","U_GreenSawBlood"
	//Translation "176:191=112:127","16:47=112:127"
	Damagefactor "Kick",20.0
	Scale 1.1
	health 100
	Radius 15
	Height 12
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		GHKT I 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		GHKT I 20000
		Stop
	Vanish:
		GHKT I 1 A_FadeOut(0.1)
		Loop
	Death.Burn:
	Death.Fire:
	Death.Flames:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("GreenGoryAshes")
		Stop
	Death.plasma:
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen",12,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen2",12,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen3",12,0,random (0,360),2,random (0,160))
		TNT1 AAA 0 A_CustomMissile("XDeathBurnedMeatGreen4",12,0,random (0,360),2,random (0,160))
		TNT1 AAA 0 A_CustomMissile("XDeathBurnedMeatGreen5",12,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",12,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan1",12,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan2",12,0,random (0,360),2,random (0,160))
		TNT1 AAA 0 A_CustomMissile("GreenInstestin",12,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathGuts",12,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("GreenBloodMist",12,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("Green_FlyingBlood",12,0,random (0,360),2,random (0,160))
		Stop
	Death:
		TNT1 A 0 A_CustomMissile("XDeathHellKnightArm",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan1",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan2",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2c",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3c",24,0,random (0,360),2,random (0,160))
		TNT1 AAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		TNT1 AAAA 0 A_CustomMissile("GreenBloodMist",30,0,random (0,360),2,random (20,90))
		TNT1 A 0 A_SpawnItem("GreenBigBloodSpot")
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2d",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3d",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath4b",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GenericHKGib3",5,0,random (0,360),2,random (10,80))
		TNT1 AA 0 A_CustomMissile("GreenXDeathSkinPiece2b",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("GreenXDeathSkinPiece1b",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathStomach",24,0,random (0,360),2,random (0,160))
		TNT1 AAA 0 A_CustomMissile("GreenInstestin",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathGuts",24,0,random (0,360),2,random (0,160))
		Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	Death.ExtremePunches:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("XDeathHellKnightTorsoKicked",5,0,random (170,190),2,random (20,40))
		Stop
	Death.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,"Death")
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP",0)
		TNT1 A 0 ThrustThingZ(0,22,0,1)
		GHKT GH 3
		GHKT ABCDEFGHABCDEFGHABCDEFGHABCDEFGH 3 A_CheckFloor("Landz")
	Landz:
		TNT1 A 0 A_SpawnItem("Gib_HellKnightTorso")
		Stop
	}
}

Actor U_Gib_BaronofHellTorso: U_Gib_HellKnightTorso replaces Gib_BaronofHellTorso
{
	BloodType "Green_Blood","U_GreenSawBlood"
	//Translation "176:191=112:127"
	Scale 1.3
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		GORD E 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		GORD E 20000
		Stop
	Vanish:
		GORD E 1 A_FadeOut(0.1)
		Loop
	Death.plasma:
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen",12,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen2",12,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen3",12,0,random (0,360),2,random (0,160))
		TNT1 AAA 0 A_CustomMissile("XDeathBurnedMeatGreen4",12,0,random (0,360),2,random (0,160))
		TNT1 AAA 0 A_CustomMissile("XDeathBurnedMeatGreen5",12,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",12,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan1",12,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan2",12,0,random (0,360),2,random (0,160))
		TNT1 AAA 0 A_CustomMissile("GreenInstestin",12,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathGuts",12,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("GreenBloodMist",12,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("Green_FlyingBlood",12,0,random (0,360),2,random (0,160))
		Stop
	Death:
		TNT1 A 0 A_CustomMissile("U_XDeathBaronArm",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan1",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathOrgan2",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath2b",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("U_GreenXDeath3b",24,0,random (0,360),2,random (0,160))
		TNT1 AAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		TNT1 AAAA 0 A_CustomMissile("GreenBloodMist",30,0,random (0,360),2,random (20,90))
		TNT1 A 0 A_SpawnItem("GreenBigBloodSpot")
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath4",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GenericBaronGib1",5,0,random (0,360),2,random (10,80))
		TNT1 A 0 A_CustomMissile("GenericBaronGib2",5,0,random (0,360),2,random (10,80))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathStomach",24,0,random (0,360),2,random (0,160))
		TNT1 AAA 0 A_CustomMissile("GreenInstestin",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathGuts",24,0,random (0,360),2,random (0,160))
		Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	Death.ExtremePunches:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("XDeathBaronofHellTorsoKicked",5,0,random (170,190),2,random (20,40))
		Stop
	Death.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,"Death")
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP",0)
		TNT1 A 0 ThrustThingZ(0,22,0,1)
		GORD CD 3
		GORD ABCDABCDABCDABCDABCDABCDABCD 4 A_CheckFloor("Landz")
	Landz:
		TNT1 A 0 A_SpawnItem("Gib_BaronofHellTorso")
		Stop
	}
}

Actor U_XDeathHellKnightHead: XDeathBullArm1 replaces XDeathHellKnightHead
{
	Gravity 1
	//Translation "169:191=118:127","16:47=118:127","232:235=188:191"
	-CLIENTSIDEONLY
	Scale 1.0
	Speed 8
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_SetScale(-1 * scaleX,scaleY)
		TNT1 A 0
	Idle:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		TNT1 A 0 A_JumpIf(momz == 0,"Death")
		HKHE ABCDEFGH 3
		Loop
   	Death:
		TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,1)
		HKHE E 1
		HKHE E 1 A_SpawnItem("HellKnightHead",0,0,0,1)
		Stop
	}
}

Actor U_XDeathBaronHead: XDeathBullArm1 replaces XDeathBaronHead5
{
	Gravity 1
	//Translation "169:191=118:126"
	-CLIENTSIDEONLY
	Scale 1.2
	Speed 8
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_SetScale(-1 * scaleX,scaleY)
		TNT1 A 0
	Idle:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		TNT1 A 0 A_JumpIf(momz == 0,"Death")
		XHE5 ABCDEFGH 3
		Loop
   	Death:
		TNT1 A 0 A_SpawnItem("Green_BloodSpot",0,1)
		XHE5 A 1
		XHE5 A 1 A_SpawnItem("BaronHead",0,0,0,1)
		Stop
	}
}

Actor U_HellKnightHead: U_GreenLimbBase replaces HellKnightHead
{
	Damagefactor "Kick",99.0
	Damagefactor "Melee",99.0
	Damagefactor "SuperPunch",99.0
	Damagefactor "HeadKick",99.0
	Damagefactor "Crush",50.0
	Damagefactor "Headkick",99.0
	-CLIENTSIDEONLY
	+SHOOTABLE
	-NOBLOCKMAP
	+SOLID
	+ThruActors
	Radius 10
	mass 100
	Health 60
	Scale 1.0
	//Translation "169:191=118:127","16:47=118:127","232:235=188:191"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_SetScale(-1 * scaleX,scaleY)
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_Jump(256,"Rest1","Rest2","Rest3")
	Rest1:
		HKHE A 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish1")
		HKHE A 20000
	Vanish1:
		HKHE A 1 A_FadeOut(0.1)
		Loop
	Rest2:
		HKHE E 1000 
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish2")
		HKHE E 20000
	Vanish2:
		HKHE E 1 A_FadeOut(0.1)
		Loop
	Rest3:
		HKHE G 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish3")
		HKHE G 20000
	Vanish3:
		HKHE G 1 A_FadeOut(0.1)
		Loop
	Death.Trample:
		TNT1 A 0 A_GiveToTarget("BootsSmearedWithGreenBlood",6)
	Death.Desintegrate:
	Death:
		TNT1 A 0 A_SpawnItem("HellKnightHeadExplode",0,5)
		Stop
	Death.Plasma:
	Death.Plasma2:
	Death.SuperPlasma:
	Death.Burn:
	Death.Flames:
	Death.Fire:
	Death.GreenFire:
		TNT1 A 0 A_CustomMissile("ExplosionSmoke",32,0,random (0,360),2,random (0,360))
		TNT1 AAAA 0 A_CustomMissile("GreenBloodMist",0,0,random (0,360),2,random (30,90))
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBlood",0,0,random (0,360),2,random (30,90))
		TNT1 A 0 A_CustomMissile("GreenJaw",0,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenEyeball",0,0,random (0,360),2,random (0,160))
		TNT1 AAAA 0 A_CustomMissile("SmallGreenBrainPiece",0,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("WallGreenBlood",6,0,random (170,190),2,random (0,40))
		TNT1 AA 0 A_CustomMissile("Teeth",0,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",0,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen3",32,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("XDeathBurnedMeatGreen4",32,0,random (0,360),2,random (0,160))
		TNT1 AAAA 0 A_CustomMissile("XDeathBurnedMeatGreen5",32,0,random (0,360),2,random (0,160))
		Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	Death.ExtremePunches:
	Death.Headkick:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("XDeathHellKnightHeadKicked",5,0,random (170,190),2,random (20,40))
		TNT1 A 0 A_PlaySound("misc/xdeath4",1)
		TNT1 A 0 A_PlaySound("FOOTWALL",3)
		TNT1 A 20
		Stop
	Pain:
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		HKHE ABCDEFGH 2
		Goto Spawn
	Death.ExplosiveImpact:
		TNT1 A 0 A_Jump(128,"Death")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile("XDeathHellKnightHead",5,0,random (0,360),2,random (50,130))
		Stop
	}
}

Actor U_BaronHead: U_HellKnightHead replaces BaronHead
{
	Scale 1.2
	//Translation "169:191=118:126"
	States
	{
	Rest1:
		XHE5 A 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish1")
		XHE5 A 20000
	Vanish1:
		XHE5 A 1 A_FadeOut(0.1)
		Loop
	Rest2:
		XHE5 C 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish2")
		XHE5 C 20000
	Vanish2:
		XHE5 C 1 A_FadeOut(0.1)
		Loop
	Rest3:
		XHE5 H 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish3")
		XHE5 H 20000
	Vanish3:
		XHE5 H 1 A_FadeOut(0.1)
		Loop
	Death.Trample:
		TNT1 A 0 A_GiveToTarget("BootsSmearedWithGreenBlood",6)
	Death.Desintegrate:
	Death:
		TNT1 A 0 A_SpawnItem("BaronOfHellHeadExplode",0,5)
		Stop
	Death.Plasma:
	Death.Plasma2:
	Death.SuperPlasma:
	Death.Burn:
	Death.Flames:
	Death.Fire:
	Death.GreenFire:
		TNT1 A 0 A_CustomMissile("ExplosionSmoke",32,0,random (0,360),2,random (0,360))
		TNT1 AAAA 0 A_CustomMissile("GreenBloodMist",0,0,random (0,360),2,random (30,90))
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBlood",0,0,random (0,360),2,random (30,90))
		TNT1 A 0 A_CustomMissile("GreenJaw",0,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenEyeball",0,0,random (0,360),2,random (0,160))
		TNT1 AAAA 0 A_CustomMissile("SmallGreenBrainPiece",0,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("WallGreenBlood",6,0,random (170,190),2,random (0,40))
		TNT1 AA 0 A_CustomMissile("Teeth",0,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",0,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen3",32,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("XDeathBurnedMeatGreen4",32,0,random (0,360),2,random (0,160))
		TNT1 AAAA 0 A_CustomMissile("XDeathBurnedMeatGreen5",32,0,random (0,360),2,random (0,160))
		Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	Death.ExtremePunches:
	Death.Headkick:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("XDeathBaronHeadKicked",5,0,random (170,190),2,random (20,40))
		TNT1 A 0 A_PlaySound("misc/xdeath4",1)
		TNT1 A 0 A_PlaySound("FOOTWALL",3)
		TNT1 A 20
		Stop
	Pain:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		XHE5 ABCDEFGH 2
		Goto Spawn
	Death.ExplosiveImpact:
		TNT1 A 0 A_Jump(128,"Death")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile("XDeathBaronHead5",5,0,random (0,360),2,random (50,130))
		Stop
	}
}

Actor U_XDeathHellKnightHeadKicked: U_XDeathHellKnightHead replaces XDeathHellKnightHeadKicked
{
	-BOUNCEONACTORS
	Damage 4
	Speed 11
	BounceFactor 0.4
	//Translation "169:191=118:127","16:47=118:127","232:235=188:191"
}

Actor U_XDeathBaronHeadKicked: U_XDeathBaronHead replaces XDeathBaronHeadKicked
{
	-BOUNCEONACTORS
	Damage 4
	Speed 11
	BounceFactor 0.4
}

Actor U_HellKnightHeadExplode: ZombieXDeath replaces HellKnightHeadExplode
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAAA 0 A_CustomMissile("GreenBloodMist",0,0,random (0,360),2,random (30,90))
		TNT1 AAAAA 0 A_CustomMissile("Green_FlyingBlood",0,0,random (0,360),2,random (30,90))
		TNT1 A 0 A_CustomMissile("GreenJaw",0,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenEyeball",0,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("HellKnightHeadPiece",0,0,random (0,360),2,random (50,80))
		TNT1 A 0 A_CustomMissile("HellKnightHeadPiece2",0,0,random (0,360),2,random (50,80))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1b",0,0,random (0,360),2,random (50,80))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2b",0,0,random (0,360),2,random (50,80))
		TNT1 AAAA 0 A_CustomMissile("SmallGreenBrainPiece",0,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("WallGreenBlood",6,0,random (170,190),2,random (0,40))
		TNT1 AA 0 A_CustomMissile("Teeth",0,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",0,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3d",10,0,random (0,360),2,random (50,80))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2d",10,0,random (0,360),2,random (50,80))
		TNT1 A 10
		Stop
	}
}

Actor U_BaronOfHellHeadExplode: ZombieXDeath replaces BaronOfHellHeadExplode
{
	//Translation "176:184=118:126"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAAA 0 A_CustomMissile("GreenBloodMist",0,0,random (0,360),2,random (30,90))
		TNT1 AAAAA 0 A_CustomMissile("Green_FlyingBlood",0,0,random (0,360),2,random (30,90))
		TNT1 A 0 A_CustomMissile("GreenJaw",0,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenEyeball",0,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("BaronHeadPiece2",0,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("BaronHeadPiece3",0,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1",0,0,random (0,360),2,random (50,80))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece2",0,0,random (0,360),2,random (50,80))
		TNT1 AAAA 0 A_CustomMissile("SmallGreenBrainPiece",0,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("WallGreenBlood",6,0,random (170,190),2,random (0,40))
		TNT1 AA 0 A_CustomMissile("Teeth",0,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",0,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3b",10,0,random (0,360),2,random (50,80))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2b",10,0,random (0,360),2,random (50,80))
		TNT1 A 10
		Stop
	}
}

Actor U_HellKnightHeadExplodeHalf: ZombieXDeath replaces HellKnightHeadExplodeHalf
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile("GreenBloodMist",0,0,random (0,360),2,random (30,90))
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBlood",0,0,random (0,360),2,random (30,90))
		TNT1 A 0 A_CustomMissile("GreenJaw",0,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GreenEyeball",0,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("HellKnightHeadPiece2",0,0,random (0,360),2,random (50,80))
		TNT1 A 0 A_CustomMissile("GreenXDeathSkinPiece1b",0,0,random (0,360),2,random (50,80))
		TNT1 AA 0 A_CustomMissile("SmallGreenBrainPiece",0,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("WallGreenBlood",6,0,random (170,190),2,random (0,40))
		TNT1 AA 0 A_CustomMissile("Teeth",0,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",0,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3d",10,0,random (0,360),2,random (50,80))
		TNT1 A 10
		Stop
	}
}

Actor BaronHeadPiece2
{
	//Translation "172:184=114:126"
	Radius 2
	Height 2
	Speed 6
	mass 100
	Decal GreenBloodSplat
	+CLIENTSIDEONLY
	BounceFactor 0.4
	+DOOMBOUNCE
	+NOBLOCKMAP
	+MISSILE
	+NOTELEPORT
	+DONTSPLASH
	+MOVEWITHSECTOR
	+FLOORCLIP
	Scale 1.2
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		XHE5 IJKLMNOP 4 A_CustomMissile("U_GreenBloodTr255",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_Jump(256,"Rest1","Rest2","Rest2")
	Rest1:
		XHE5 K 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish1")
		XHE5 K 20000
		Stop
	Vanish1:
		XHE5 K 1 A_FadeOut(0.1)
		Loop
	Rest2:
		XHE5 L 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish2")
		XHE5 L 20000
		Stop
	Vanish2:
		XHE5 L 1 A_FadeOut(0.1)
		Loop
	Rest3:
		XHE5 M 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish3")
		XHE5 M 20000
		Stop
	Vanish3:
		XHE5 M 1 A_FadeOut(0.1)
		Loop
	}
}

Actor U_HellKnightHeadPiece: BaronHeadPiece2 replaces HellKnightHeadPiece
{
	Scale 1.0
	//Translation "176:191=112:127","16:47=112:127"
	States
	{
	Spawn:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		HKHE IJKLMNOP 3 A_CustomMissile("U_GreenBloodTr255",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_Jump(256,"Rest1","Rest2")
	Rest1:
		HKHE I 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish1")
		HKHE I 20000
		Stop
	Vanish1:
		HKHE I 1 A_FadeOut(0.1)
		Loop
	Rest2:
		HKHE M 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish2")
		HKHE M 20000
		Stop
	Vanish2:
		HKHE M 1 A_FadeOut(0.1)
		Loop
	}
}

Actor U_HellKnightHeadPiece2: U_HellKnightHeadPiece replaces HellKnightHeadPiece2
{
	XScale -1.0
}

Actor BaronHeadPiece3: BaronHeadPiece2
{
	XScale -1.2
}

Actor U_KnightXDeath replaces KnightXDeath
{
	Radius 1
	Height 1
	Scale 0.8
	Speed 0
	mass 100
	Decal GreenBloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
	+NOBLOCKMAP
	+NOTELEPORT
	+MOVEWITHSECTOR
	+NOGRAVITY
	+NOCLIP
	+DONTSPLASH
	States
	{
	Spawn:
		TNT1 AAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("XDeathHellKnightTorso",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("XDeathHellKnightLeg",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("XDeathHellKnightArm",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_Jump(128,3)
		TNT1 A 0 A_CustomMissile("XDeathHellKnightHead", 62, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_SpawnItem("HellKnightHeadExplode", 0, 62)
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2c",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2d",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3c",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3d",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath4b",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("GreenXDeathSkinPiece1b",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("GreenXDeathSkinPiece2b",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_SpawnItem("GreenBigBloodSpot")
		TNT1 A 1
		TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckBloodIntensity")
		TNT1 A 1
		TNT1 AAA 0 A_CustomMissile("GreenBloodMist",30,0,random (0,360),2,random (20,90))
		Stop
	LowBlood:
		TNT1 A 2
		Stop
	LotsOfBlood:
		TNT1 A 1
		TNT1 AAAAAA 0 A_CustomMissile("GreenBloodMist",30,0,random (0,360),2,random (20,90))
		TNT1 A 0 A_CustomMissile("GreenBloodHit",0,0,random (0,360),2,random (0,90))
		Stop
	AbsurdBlood:
		TNT1 A 1
		TNT1 AAAAAAAAA 0 A_CustomMissile("GreenBloodMist",30,0,random (0,360),2,random (20,90))
		TNT1 AA 0 A_CustomMissile("Green_FlyingBloodFake",0,0,random (0,360),2,random (0,90))
		TNT1 A 0 A_CustomMissile("Green_FlyingBloodMuchFaster",7,0,random (0,360),2,random (40,60))
		TNT1 A 0 A_CustomMissile("GreenBloodHit",0,0,random (0,360),2,random (0,90))
		Stop
	AnimuGore:
		TNT1 A 1
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile("GreenBloodMist",30,0,random (0,360),2,random (20,90))
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBloodFake",0,0,random (0,360),2,random (0,90))
		TNT1 AA 0 A_CustomMissile("Green_FlyingBloodMuchFaster",7,0,random (0,360),2,random (40,60))
		TNT1 AA 0 A_CustomMissile("GreenSuperGore",0,0,random (0,360),2,random (10,90))
		TNT1 A 0 A_CustomMissile("GreenBloodHit",0,0,random (0,360),2,random (0,90))
		Stop
	}
}

Actor U_BaronXDeath replaces BaronXDeath
{
	Radius 1
	Height 1
	Scale 0.8
	Speed 0
	mass 100
	Decal GreenBloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
	+NOBLOCKMAP
	+NOTELEPORT
	+MOVEWITHSECTOR
	+NOGRAVITY
	+NOCLIP
	+DONTSPLASH
	States
	{
	Spawn:
		TNT1 AAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("XDeathBaronOfHellTorso",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("XDeathHellKnightLeg",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("U_XDeathBaronArm",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_Jump(128,3)
		TNT1 A 0 A_CustomMissile("XDeathBaronHead5", 62, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Jump(256,2)
		TNT1 A 0 A_SpawnItem("BaronOfHellHeadExplode", 0, 62)
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath2b",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath3b",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath4",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("GreenXDeathSkinPiece1",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_CustomMissile("GreenXDeathSkinPiece2",24,0,random (0,360),2,random (0,160))
		TNT1 AA 0 A_SpawnItem("GreenBigBloodSpot")
		TNT1 A 1
		TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckBloodIntensity")
		TNT1 A 1
		TNT1 AAA 0 A_CustomMissile("GreenBloodMist",30,0,random (0,360),2,random (20,90))
		Stop
	LowBlood:
		TNT1 A 2
		Stop
	LotsOfBlood:
		TNT1 A 1
		TNT1 AAAAAA 0 A_CustomMissile("GreenBloodMist",30,0,random (0,360),2,random (20,90))
		TNT1 A 0 A_CustomMissile("GreenBloodHit",0,0,random (0,360),2,random (0,90))
		Stop
	AbsurdBlood:
		TNT1 A 1
		TNT1 AAAAAAAAA 0 A_CustomMissile("GreenBloodMist",30,0,random (0,360),2,random (20,90))
		TNT1 AA 0 A_CustomMissile("Green_FlyingBloodFake",0,0,random (0,360),2,random (0,90))
		TNT1 A 0 A_CustomMissile("Green_FlyingBloodMuchFaster",7,0,random (0,360),2,random (40,60))
		TNT1 A 0 A_CustomMissile("GreenBloodHit",0,0,random (0,360),2,random (0,90))
		Stop
	AnimuGore:
		TNT1 A 1
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile("GreenBloodMist",30,0,random (0,360),2,random (20,90))
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBloodFake",0,0,random (0,360),2,random (0,90))
		TNT1 AA 0 A_CustomMissile("Green_FlyingBloodMuchFaster",7,0,random (0,360),2,random (40,60))
		TNT1 AA 0 A_CustomMissile("GreenSuperGore",0,0,random (0,360),2,random (10,90))
		TNT1 A 0 A_CustomMissile("GreenBloodHit",0,0,random (0,360),2,random (0,90))
		Stop
	}
}

Actor U_XDeathHellKnightLeg: GreenXDeathLimb replaces XDeathHellKnightLeg
{
	//Translation "176:191=112:127"
	Scale 1.1
	Speed 6
	BounceFactor 0.4
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_SetScale(-1 * scaleX,scaleY)
		TNT1 A 0
	Fly:
		TNT1 A 0 A_JumpIf(waterlevel > 1,"Death")
		GHKL ABCDEFG 3 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		Loop
	Death:
		TNT1 A 0 A_SpawnItem("Gib_HellKnightLeg",0,0,0,1)
		Stop
	}
}

Actor U_Gib_HellKnightLeg: U_GreenLimbBase replaces Gib_HellKnightLeg
{
	//Translation "176:191=112:127","16:47=112:127"
	Scale 1.1
	Speed 6
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_SetScale(-1 * scaleX,scaleY)
		TNT1 A 0 A_Jump(256,"Rest1","Rest2")
	Rest1:
		GHKL A 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish1")
		GHKL A 20000
	Vanish1:
		GHKL A 1 A_FadeOut(0.1)
		Loop
	Rest2:
		GHKL B 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish2")
		GHKL B 20000
	Vanish2:
		GHKL B 1 A_FadeOut(0.1)
		Loop
	Death.Plasma:
	Death.Plasma2:
	Death.SuperPlasma:
	Death.Burn:
	Death.Flames:
	Death.Fire:
	Death.GreenFire:
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen3",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen4",24,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("XDeathHellKnightLegPiece2",24,0,random (0,360),2,random (0,160))
		Stop
	Death.Trample:
		TNT1 A 0 A_GiveToTarget("BootsSmearedWithGreenBlood",3)
	Death:
		TNT1 AAAAAAAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_Jump(128,3)
		TNT1 A 0 A_CustomMissile("XDeathHellKnightLegPiece1",15,0,random (0,360),2,random (0,160))
		TNT1 A 0 A_CustomMissile("GenericHKGib2",2,0,random (0,360),2,random (10,90))
		Stop
		TNT1 A 0 A_CustomMissile("GenericHKGib1",2,0,random (0,360),2,random (10,90))
		TNT1 A 0 A_CustomMissile("XDeathHellKnightLegPiece2",15,0,random (0,360),2,random (0,160))
		Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	Death.ExtremePunches:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile("XDeathHellKnightLeg",5,0,random (170,190),2,random (20,40))
		Stop
	Death.ExplosiveImpact:
		TNT1 A 0 A_Jump(128,"Death")
		TNT1 A 0 A_ChangeFlag("NOBLOCKMAP",0)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		GHKL DE 3
		GHKL FGHABCDEFGHABCDEFGHABCDEFGH 3 A_CheckFloor("Landz")
	Landz:
		TNT1 A 0 A_SpawnItem("Gib_HellKnightLeg")
		Stop
	}
}

Actor XDeathHellKnightLegPiece1: U_GreenLimbBase
{
	//Translation "176:191=112:127","16:47=112:127"
	Scale 1.1
	Speed 4
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_SetScale(-1 * scaleX,scaleY)
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		GHKL I 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		GHKL I 20000
		Stop
	Vanish:
		GHKL I 1 A_FadeOut(0.1)
		Loop
	Death.Plasma:
	Death.Plasma2:
	Death.SuperPlasma:
	Death.Burn:
	Death.Flames:
	Death.Fire:
	Death.GreenFire:
		TNT1 A 0 A_CustomMissile("XDeathBurnedMeatGreen2",32,0,random (0,360),2,random (0,160))
		Stop
	Death:
		TNT1 AAAA 0 A_CustomMissile("Green_FlyingBloodTrail",0,0,random (0,360),2,random (0,360))
		TNT1 AA 0 A_CustomMissile("U_GreenXDeath1",0,0,random (0,360),2,random (0,360))
		TNT1 A 0 A_CustomMissile("XDeathHellKnightLegPiece3",15,0,random (0,360),2,random (0,160))
		Stop
	}
}

Actor XDeathHellKnightLegPiece2: U_GreenXDeath1
{
	Scale 1.1
	Speed 5
	//Translation "176:191=112:127","16:47=112:127"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_SetScale(-1 * scaleX,scaleY)
	Idle:
		GHKL J 4
		Loop
	Death:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		GHKL J 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		GHKL J 20000
		Stop
	Vanish:
		GHKL J 1 A_FadeOut(0.1)
		Loop
	}
}

Actor XDeathHellKnightLegPiece3: U_GreenXDeath1
{
	Scale 1.1
	Speed 6
	//Translation "176:191=112:127","16:47=112:127"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,2)
		TNT1 A 0 A_SetScale(-1 * scaleX,scaleY)
	Idle:
		GHKL K 4
		Loop
	Death:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		GHKL K 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		GHKL K 20000
		Stop
	Vanish:
		GHKL K 1 A_FadeOut(0.1)
		Loop
	}
}

// --------------------------------------------------------------------------
//
// Baron & Knight burned gibs
//
// --------------------------------------------------------------------------

Actor XDeathBurnedMeatGreen
{
	translation "170:191=118:127","24:47=118:127"
	Scale 0.8
	Radius 8
	Height 8
	Speed 5
	mass 100
	BounceFactor 0.3
	+DOOMBOUNCE
	+NOBLOCKMAP
	+MISSILE
	+NOTELEPORT
	+DONTSPLASH
	+MOVEWITHSECTOR
	States
	{
	Spawn:
		CARB A 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
		Loop
	Death:
		TNT1 A 0 A_Jump(256,1,4,7,10)
		CARB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 14 A_CustomMissile("PlasmaSmoke",1,0,random (0,360),2,random (0,160))
	Rest:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		CARB A 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		CARB A 20000
		Stop
	Vanish:
		CARB A 1 A_FadeOut(0.1)
		Loop
	}
}

Actor XDeathBurnedMeatGreen2 : XDeathBurnedMeatGreen
{
	States
	{
	Spawn:
		CARB B 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
		Loop
	Death:
		TNT1 A 0 A_Jump(256,1,4,7,10)
		CARB BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 14 A_CustomMissile("PlasmaSmoke",1,0,random (0,360),2,random (0,160))
	Rest:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		CARB B 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		CARB B 20000
		Stop
	Vanish:
		CARB B 1 A_FadeOut(0.1)
		Loop
	}
}

Actor XDeathBurnedMeatGreen3 : XDeathBurnedMeatGreen
{
	States
	{
	Spawn:
		CARB C 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
		Loop
	Death:
		TNT1 A 0 A_Jump(256,1,4,7,10)
		CARB CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 14 A_CustomMissile("PlasmaSmoke",1,0,random (0,360),2,random (0,160))
	Rest:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		CARB C 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish")
		CARB C 20000
		Stop
	Vanish:
		CARB C 1 A_FadeOut(0.1)
		Loop
	}
}

Actor XDeathBurnedMeatGreen4 : XDeathBurnedMeatGreen
{
	translation "172:191=100:111","24:47=122:127"
	Speed 6
	States
	{
	Spawn:
		XME1 ABCD 4 A_CustomMissile("PlasmaSmoke",0,0,180,2)
		Loop
	Death:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_Jump(256,"Death1","Death2","Death3")
	Death1:
		TNT1 A 0 A_Jump(256,1,4,7,10)
		XME1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 14 A_CustomMissile("PlasmaSmoke",1,0,random (0,360),2,random (0,160))
	Rest1:
		XME1 E 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish1")
		XME1 E 20000
	Vanish1:
		XME1 E 1 A_FadeOut(0.1)
		Loop
	Death2:
		TNT1 A 0 A_Jump(256,1,4,7,10)
		XME2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 14 A_CustomMissile("PlasmaSmoke",1,0,random (0,360),2,random (0,160))
	Rest2:
		XME2 E 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish2")
		XME2 E 20000
	Vanish2:
		XME2 E 1 A_FadeOut(0.1)
		Loop
	Death3:
		TNT1 A 0 A_Jump(256,1,4,7,10)
		XME2 LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 14 A_CustomMissile("PlasmaSmoke",1,0,random (0,360),2,random (0,160))
	Rest3:
		XME2 L 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish3")
		XME2 L 20000
	Vanish3:
		XME2 L 1 A_FadeOut(0.1)
		Loop
	}
}

Actor XDeathBurnedMeatGreen5 : XDeathBurnedMeatGreen
{
	translation "172:191=104:111","28:47=104:111"
	Speed 7
	States
	{
	Spawn:
		XSKI A 10
		Loop
	Death:
		TNT1 A 0 ACS_NamedExecuteAlways("BDCheckJanitor")
		TNT1 A 0 A_QueueCorpse
		TNT1 A 0 A_Jump(256,"Death1","Death2")
	Death1:
		XSKI B 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish1")
		XSKI B 20000
	Vanish1:
		XSKI B 1 A_FadeOut(0.1)
		Loop
	Death2:
		XSKI D 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode",1,"Vanish2")
		XSKI D 20000
	Vanish2:
		XSKI D 1 A_FadeOut(0.1)
		Loop
	}
}

Actor GreenGoryAshes : GoryAshes
{
	translation "172:191=112:127","28:47=112:127"
}