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

actor U_Green_Blood : Brutal_Blood replaces Green_Blood
{
	translation "176:191=112:127", "16:47=112:127"
	Decal GreenBloodSplat
	game Doom
	+FORCEXYBILLBOARD
	+NOGRAVITY
	+THRUACTORS
	+CLIENTSIDEONLY
	Scale 0.5
	Speed 0
	states
	{
	Spawn:
        TNT1 A 0
		TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density
		TNT1 A 2
	Spawn2:
		TNT1 AA 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 ("GreenBloodHit", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_Stop
	LowBlood:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile ("Green_FlyingBloodFake", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_SpawnItem("GreenBloodHit")
		Stop
	LotsOfBlood:
		TNT1 AAAAAAAA 0 A_CustomMissile ("Green_FlyingBloodFake", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 A 0 A_CustomMissile ("Green_FlyingBloodLevel3", 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 A 0 A_CustomMissile ("GreenBloodMist", 0, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_CustomMissile ("GreenBloodHit", 0, 0, random (0, 360), 2, random (0, 90))
		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_FlyingBloodLevel3", 7, 0, random (0, 360), 2, random (10, 50))
		TNT1 A 0 A_CustomMissile ("Green_FlyingBloodLevel3", 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 ("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  
	AnimuGore:
		TNT1 AAAAAAAA 0 A_CustomMissile ("Green_FlyingBloodFake", 0, 0, random (0, 360), 2, random (0, 90))
		TNT1 AAAA 0 A_CustomMissile ("Green_FlyingBloodLevel3", 7, 0, random (0, 360), 2, random (10, 50))
		TNT1 A 0 A_CustomMissile ("Green_FlyingBloodLevel3", 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 ("GreenSuperGore", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AA 0 A_CustomMissile ("U_GreenXDeath1", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("GreenBloodHit", 0, 0, random (0, 360), 2, random (0, 90))
		Stop 
	Splash:
        BLOD A 0
		TNT1 AAA 0 A_CustomMissile ("GreenUnderblood", 7, 0, random (0, 360), 2, random (30, 150))
        stop
	}
}

actor U_Green_BloodSpot: Brutal_BloodSpot replaces Green_BloodSpot
{
	translation "168:191=112:127", "16:47=123:127"
	Decal GreenBloodSplat
	scale 0.35
	states
	{
	SpawnNormally:
		TNT1 A 0
		TNT1 A 0 A_SetAngle(Random(0,360))
		TNT1 A 0 A_Jump(255, "SpawnAFrameOnly", "SpawnBFrameOnly", "SpawnCFrameOnly", "SpawnDFrameOnly")
	}
}

actor U_Tiny_Green_BloodSpot : U_Green_BloodSpot
{
	scale 0.25
}

ACTOR U_DetectCeilGreenBloodSimpler : DetectCeilBloodSimpler
{
	States
	{
	Death:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile ("U_CeilGreenBloodChecker", -15, 0, 90, 2, 90)
		Stop
    }
}

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

ACTOR U_CeilGreenBloodChecker: CeilBloodChecker
{
	Decal GreenBloodSuper
	States
	{
	Death:
		TNT1 A 1 A_SpawnItem("U_CeilGreenBloodSpot",0,0,0,1)
		TNT1 A 5
		stop
	}
}


ACTOR U_CeilGreenBloodCheckerLarge: CeilBloodChecker
{
	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"
	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 : TinyBlood
{
	translation "176:191=112:127", "16:47=112:127"
	Decal GreenBloodSplat
	States
	{
	Splash:
        TNT1 A 0
		TNT1 AAA 0 A_CustomMissile ("GreenUnderblood", 7, 0, random (0, 360), 2, random (30, 150))
        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 GreenDetectCeilXDeath2 : DetectCeilXDeath2
{
	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 : DetectCeilXDeath2
{
	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 : DetectCeilXDeath2
{
	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(255, 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_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		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(255, 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(255, 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_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    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(255, 1, 19, 37, 55)
		XME2 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_CheckFloor("Rest")
		Goto Death
	Death:
	    TNT1 A 0
	    TNT1 A 0 A_SpawnItem("GreenXDeath3NoStickb")
        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(255, "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 GreenCeilXDeath2Checker: U_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 (255, 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 (255, 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 (255, 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 (255, 1, 9, 17, 25)
		XME2 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 3 ThrustThingZ(0,35,0,1)
		Goto Fall
	Fall:
		TNT1 A 0 A_SpawnItem("GreenXDeath3NoStickb")
		stop
    }
}

actor HeadshotTarget4C: HeadshotTarget4
{
	BloodType "Green_Blood"
	Radius 12
	Height 22
}

actor HeadshotTarget6C: HeadshotTarget6
{
	BloodType "Green_Blood"
	Radius 12
	Height 22
}

actor HeadshotTarget8C: HeadshotTarget8
{
	BloodType "Green_Blood"
	Radius 12
	Height 22
}

actor HeadshotTarget10C: HeadshotTarget10
{
	BloodType "Green_Blood"
	Radius 12
	Height 22
}

actor HeadshotTarget100C : HeadshotTarget10
{
	BloodType "Green_Blood"
	Radius 12
	Height 22
}

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 GiantGreenBloodSpot: U_Green_BloodSpot
{
	Scale 1.1
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		TNT1 A 0 A_SpawnItemEx ("BootSmearerGreen",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 2
		Goto SpawnAFrameOnly
	}
}

actor BigGreenBloodSpot: GiantGreenBloodSpot
{
	Scale 0.7
}

actor U_GreenBloodTr: U_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 Green_FlyingBloodLevel3: U_Green_FlyingBlood
{
	Scale 1.0
	Speed 7
}

ACTOR 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 U_GreenSawBlood : Blood
{
	Decal GreenBloodSplat
	game Doom
	+FORCEXYBILLBOARD
	+GHOST
	+NOBLOCKMAP
	+NOGRAVITY
	+NOCLIP
	-DONTSPLASH
	-ALLOWPARTICLES 
	MONSTER
	-FRIENDLY
	+NOTARGET
	-COUNTKILL
	translation "176:191=112:127", "16:47=112:127"
	Speed 0
	states
	{
	Spawn:
        TNT1 A 0
		TNT1 A 1 A_Look
	See:		
		TNT1 A 0 Radius_Quake (3, 3, 0, 2, 0)
		TNT1 A 0 A_PlaySOund("misc/xdeath4", 1)
		TNT1 A 0 A_GiveToTarget("PowerGreenBloodOnVisor", 1)
		TNT1 A 0 A_GiveToTarget("ChainsawCrueltyBonus", 2)
        TNT1 A 0 A_CustomMissile ("GreenBloodMist", 0, 0, random (0, 360), 2, random (30, 90))
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash")
		TNT1 A 1 A_Chase("","")
	Melee:	
		TNT1 A 0 A_GiveToTarget("BloodSplasherz", 1)
		TNT1 A 10
        stop
	Splash:
        TNT1 A 0
		TNT1 AAA 0 A_CustomMissile ("GreenUnderblood", 7, 0, random (0, 360), 2, random (30, 150))
        stop
	}
}

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")
		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_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		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
{
	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_GreenBloodTr255: U_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 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 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_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
	}
}

actor GreenGibsZ: GibsZ
{
	translation "176:191=112:127"
	states
	{
    Spawn:
		TNT1 A 1
		TNT1 A 0 A_Jump(255, "Death1", "Death2", "Death3", "Death4", "Death5")
	Death5:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile ("GreenXDeathStomach", 32, 0, random (0, 360), 2, random (0, 160))
		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
	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 : Instestin
{
	Mass 100
	translation "176:186=117:127"
	Decal GreenBloodSplat
}

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_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    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_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    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 A_SpawnItem ("Green_BloodSpot", 0, 1)
		TNT1 A 0 A_Jump(255, "Rest1", "Rest2")
	Rest1:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        XME3 A 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish1")
		XME3 A 20000
	Vanish1:
		XME3 A 1 A_FadeOut(0.1)
		Loop
	Rest2:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        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 A 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("U_GreenBloodTr", 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 A 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("U_GreenBloodTr", 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 A 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("U_GreenBloodTr", 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 A 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("U_GreenBloodTr", 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 AAAAAAA 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_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    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 AAAAAAA 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_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
	    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_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		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_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		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_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		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_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		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 AAAAAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 180), 2, random (0, 180))
	Rest:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		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)
        XSTO EEEEEEEEE 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 180), 2, random (0, 180))
	Rest:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		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 SmallGreenBrainPiece
{
    Radius 2
    Height 2
	Speed 10
	mass 100
	Scale 0.5
	//Decal GreenBloodSplatSmall
	+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
		TNT1 A 0 A_CheckFloor("Rest")
		TNT1 A 0 A_SpawnItem("DetectCeilBrain")
		TNT1 A 2
		Stop
	Rest:
		TNT1 A 0
		//TNT1 A 0 A_SpawnItem ("U_Tiny_Green_BloodSpot", 0, 1)
		TNT1 A 0 A_Jump(255, "Rest1", "Rest2")
	Rest1:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        XDT5 B 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish1")
        XDT5 B 20000
	Vanish1:
		XDT5 B 1 A_FadeOut(0.1)
		Loop
	Rest2:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		XDT5 O 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish2")
        XDT5 O 20000
	Vanish2:
		XDT5 O 1 A_FadeOut(0.1)
		Loop
    }
}

ACTOR GreenBrains2 //Teeth
{
	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
		TNT1 A 0 A_Jump(255, "Rest1", "Rest2")
	Rest1:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        BRIB A 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish1")
        BRIB A 20000
	Vanish1:
		BRIB A 1 A_FadeOut(0.1)
		Loop
	Rest2:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		BRIB C 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish2")
        BRIB C 20000
	Vanish2:
		BRIB C 1 A_FadeOut(0.1)
		Loop
    }
}

ACTOR GreenBrains3 //Eyeballs
{
    Radius 2
    Height 2
	Speed 6
	mass 100
    Decal GreenBloodSplat
    +CLIENTSIDEONLY
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
	+FLOORCLIP
	Scale 0.8
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		BRIB EFGH 4
		Loop
	Death:
		TNT1 A 0
		TNT1 A 0 A_Jump(255, "Rest1", "Rest2", "Rest3", "Rest4")
	Rest1:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        BRIB E 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish1")
        BRIB E 20000
	Vanish1:
		BRIB E 1 A_FadeOut(0.1)
		Loop
	Rest2:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		BRIB F 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish2")
        BRIB F 20000
	Vanish2:
		BRIB F 1 A_FadeOut(0.1)
		Loop
	Rest3:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        BRIB G 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish3")
        BRIB G 20000
	Vanish3:
		BRIB G 1 A_FadeOut(0.1)
		Loop
	Rest4:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		BRIB H 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish4")
        BRIB H 20000
	Vanish4:
		BRIB H 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_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density
		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_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density
		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_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        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 "176:191=112:127", "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 A_Jump(256,"Rest1","Rest2")
	Rest1:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        GHKA I 1000 
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish1")
		GHKA I 20000
	Vanish1:
		GHKA I 1 A_FadeOut(0.1)
		Loop
	Rest2:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        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 AAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAA 0 A_CustomMissile ("U_GreenBloodTr", 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 AA 0 A_CustomMissile ("GreenXDeathSkinPiece2b", 5, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 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 "176:191=112:127", "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 AAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAA 0 A_CustomMissile ("U_GreenBloodTr", 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_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        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 AAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAA 0 A_CustomMissile ("U_GreenBloodTr", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItem("BloodSplasher3")
		TNT1 AAAA 0 A_CustomMissile ("GreenBloodMist", 30, 0, random (0, 360), 2, random (20, 90))
		TNT1 A 0 A_SpawnItem ("BigGreenBloodSpot")
		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 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_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        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 AAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAA 0 A_CustomMissile ("U_GreenBloodTr", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItem("BloodSplasher3")
		TNT1 AAAA 0 A_CustomMissile ("GreenBloodMist", 30, 0, random (0, 360), 2, random (20, 90))
		TNT1 A 0 A_SpawnItem ("BigGreenBloodSpot")
		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 AA 0 A_CustomMissile ("GreenXDeathSkinPiece2", 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 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_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_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", 9.0
	damagefactor "Melee", 9.0
	damagefactor "SuperPunch", 9.0
	-CLIENTSIDEONLY
	+SHOOTABLE
	-NOBLOCKMAP
	+SOLID
	+THRUACTORS
	damagefactor "Crush", 50.0
    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(255, "Rest1", "Rest2", "Rest3")
	Rest1:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        HKHE A 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish1")
		HKHE A 20000
	Vanish1:
		HKHE A 1 A_FadeOut(0.1)
		Loop
	Rest2:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        HKHE E 1000 
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish2")
		HKHE E 20000
	Vanish2:
		HKHE E 1 A_FadeOut(0.1)
		Loop
	Rest3:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        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
        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 ("GreenBrains2", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GreenBrains3", 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 ("U_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:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathHellKnightHeadKicked", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
	Pain:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		HKHE ABCDEFGH 2
		Goto Spawn
	Death.ExplosiveImpact:
		TNT1 A 0
		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:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        XHE5 A 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish1")
		XHE5 A 20000
	Vanish1:
		XHE5 A 1 A_FadeOut(0.1)
		Loop
	Rest2:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        XHE5 C 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish2")
		XHE5 C 20000
	Vanish2:
		XHE5 C 1 A_FadeOut(0.1)
		Loop
	Rest3:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        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:
	Death.Crush:
	    TNT1 A 0 A_GiveToTarget("BootsSmearedWithGreenBlood", 6)
	Death.Desintegrate:
    Death:
		TNT1 A 0
        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 ("GreenBrains2", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GreenBrains3", 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 ("U_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:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathBaronHeadKicked", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
	Pain:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		XHE5 ABCDEFGH 2
		Goto Spawn
	Death.ExplosiveImpact:
		TNT1 A 0
		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 ("GreenBrains2", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GreenBrains3", 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 ("U_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 ("GreenBrains2", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GreenBrains3", 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 ("U_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 ("GreenBrains2", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("GreenBrains3", 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 ("U_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 IJKL 4 A_CustomMissile ("U_GreenBloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        XHE5 I 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish")
        XHE5 I 20000
		Stop
	Vanish:
		XHE5 I 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 IJKL 4 A_CustomMissile ("U_GreenBloodTr255", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        HKHE I 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish")
        HKHE I 20000
		Stop
	Vanish:
		HKHE I 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 AAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAA 0 A_CustomMissile ("U_GreenBloodTr", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItem("BloodSplasher3")
		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_CustomMissile ("GreenXDeathOrgan1b", 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 ("GreenXDeathGuts", 24, 0, random (0, 360), 2, random (0, 160))
		//TNT1 AA 0 A_CustomMissile ("GreenInstestin", 24, 0, random (0, 360), 2, random (0, 160))
		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 ("BigGreenBloodSpot")
		TNT1 A 1
		TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density
		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_FlyingBloodLevel3", 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_FlyingBloodLevel3", 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 AAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAA 0 A_CustomMissile ("U_GreenBloodTr", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItem("BloodSplasher3")
		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_CustomMissile ("GreenXDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		//TNT1 A 0 A_CustomMissile ("GreenXDeathOrgan2b", 24, 0, random (0, 360), 2, random (0, 160))
		//TNT1 A 0 A_CustomMissile ("GreenXDeathGuts", 24, 0, random (0, 360), 2, random (0, 160))
		//TNT1 AA 0 A_CustomMissile ("GreenInstestin", 24, 0, random (0, 360), 2, random (0, 160))
		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 ("BigGreenBloodSpot")
		TNT1 A 1
		TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density
		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_FlyingBloodLevel3", 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_FlyingBloodLevel3", 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_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 A_Jump(255, "Rest1", "Rest2", "Rest3", "Rest4")
	Rest1:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        GHKL A 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish1")
		GHKL A 20000
	Vanish1:
		GHKL A 1 A_FadeOut(0.1)
		Loop
	Rest2:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        GHKL B 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish2")
		GHKL B 20000
	Vanish2:
		GHKL B 1 A_FadeOut(0.1)
		Loop
	Rest3:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        GHKL L 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish3")
		GHKL L 20000
	Vanish3:
		GHKL L 1 A_FadeOut(0.1)
		Loop
	Rest4:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        GHKL M 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish4")
		GHKL M 20000
	Vanish4:
		GHKL M 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 AAAA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAA 0 A_CustomMissile ("U_GreenBloodTr", 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 ("XDeathHellKnightLegPiece1", 15, 0, random (0, 360), 2, random (0, 160))
		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 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        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 AA 0 A_CustomMissile ("Green_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("U_GreenBloodTr", 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:
	    GHKL J 4
        Loop
    Death:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		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:
	    GHKL K 4
        Loop
    Death:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
		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_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        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_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        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_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        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
		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:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        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:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        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:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        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
		TNT1 A 0 A_Jump(256, "Death1","Death2")
    Death1:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        XSKI B 1000
		TNT1 A 0 A_JumpIfInventory("lowgraphicsmode", 1, "Vanish1")
		XSKI B 20000
	Vanish1:
		XSKI B 1 A_FadeOut(0.1)
		Loop
    Death2:
		TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects
        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"
}