Actor RifleManGrenadeCounter :inventory
{
Inventory.maxamount 1
}

Actor HeadShotCounter:Inventory
{
Inventory.MAxamount 2 
}



ACTOR Rifle_man
{
	Game Doom
	Health 40
	Radius 16
	Height 40
    Speed 2
	FastSpeed 4
	PainChance "blood", 0
	PainChance 200
	PainChance "Avoid", 100
	PainChance "Kick", 255
	PainChance "Melee", 255
	PainChance "Taunt", 0
		PainChance "StealthKnife",255
DamageFactor "RifleNoExplode", 2.0
	damagefactor "Fatality", 0.5
	damagefactor "HelperMarineFatallity", 3.0
	damagefactor "SuperPunch", 0.5
	damagefactor "Melee", 0.5
        damagefactor "blood", 0.0
	PainChance "ExplosiveImpact", 255
	DamageFactor "Candelabroencapo",10
	Monster
	+FLOORCLIP
    +MISSILEMORE
 +NOINFIGHTING
  +DONTHARMSPECIES
    Scale 0.98
	MaxStepHeight 24
	MaxDropOffHeight 32
    BloodType "NashGore_Blood"
	SeeSound "sa/sight"
	PainSound "sa/pain"
	DeathSound "sa/death"
	ActiveSound ""
    damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 1.1
    damagefactor "Kick", 0.3
    damagefactor "taunt", 0
    damagefactor "MinorHead", 2.0
	damagefactor "Head", 2.0
	damagefactor "Shrapnel", 0.4
	damagefactor "ExplosiveImpact", 0.6
	Obituary "%o was shot by a Rifleman"
	States
	{
    Spawn:
	TNT1 A 0 A_GiveInventory("CanStealthKilled",1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 38,0)
	RIDL A 4 A_Look
	Loop
	

	See:
	TNT1 A 0 A_TakeInventory("CanStealthKilled",1)
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
                ROSS AAAAAA 1 A_Chase
				TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
					NULL A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
				ROSS BBBBBB 1 A_Chase
				TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
				ROSS CCCCC 1 A_Chase
					TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
					NULL A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
				ROSS BBBBBB 1 A_Chase  
		Loop

		
		
	Missile:
	TNT1 A 0 A_JumpIfInventory("HeadShotCounter",2,"HeadShotMissile")
        TNT1 A 0 A_jumpifcloser(250,"SpecialAttack")
                GOTO Rifle

         SpecialAttack:
	 TNT1 A 0 A_JumpIfInventory("RifleManGrenadeCounter",1,"Rifle")
         TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)	
         TNT1 A 0 A_playSound("Pick/granate")
         RIDL BBBBBB 3 A_FaceTarget
TNT1 A 0 A_PLaySound ("Launch/granate")
         RIDL C 1 A_CustomMissile("SmokeGrenade",28,0,0,2,10)
         RIDL CC 2 A_FaceTarget
		 TNT1 A 0 A_GIveInventory("RifleManGrenadeCounter",1)
         Goto HeadShotMissile


	Rifle:
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)

         TNT1 A 0 A_GiveInventory("RIFLEManAmmo", 1)
		 TNT1 A 0 A_GiveInventory("HeadShotCounter",1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		ROSS E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		ROSS E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/kar98")
	ROSS F 5 BRIGHT A_CustomMissile("RIFLEMANTRACER", 38, 0, random(-3, 3), 1)
                TNT1 A 0 A_AlertMonsters
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
		ROSS E 6 A_FaceTarget
TNT1 A 0 A_PlaySound("QUAKER", 3)
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
RIDL A 5 A_FaceTarget
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
RIDL A 5 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("RIFLEManAmmo", 5, "Reload")
        Goto See

HeadShotMissile:
        TNT1 A 0 A_JumpIfInventory("RIFLEManAmmo", 5, "Reload")
//TNT1 A 0 A_SetSize(16,30,0)-Fottiti Zandronum,te e le tue limitazioni.
 TNT1 A 0 A_TakeInventory("HeadShotCounter",2)
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 30,0)
RFHD A 5 A_FaceTarget
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 30,0)
RFHD A 5 A_FaceTarget
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 30,0)
RFHD B 5 A_FaceTarget
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 30,0)
RFHD B 5 A_FaceTarget
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 30,0)
TNT1 A 0 A_PlaySound("weapons/kar98")
RFHD C 5 BRIGHT A_CustomMissile("RIFLEMANTRACERHEADSHOT", 28, 0,0,0)
  TNT1 A 0 A_GiveInventory("RIFLEManAmmo", 1)
RFHD B 5 A_FaceTarget
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 30,0)
RFHD A 5 A_FaceTarget
TNT1 A 0 A_PlaySound("QUAKER", 3)
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 30,0)
RFHD A 5 A_FaceTarget
TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 30,0)
RFHD A 5 A_FaceTarget
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 30,0)
//TNT1 A 0 A_SetSize(16,40,0)
        TNT1 A 0 A_JumpIfInventory("RIFLEManAmmo", 5, "Reload")
Goto See

  Reload:
  TNT1 A 0 A_TakeInventory("RIFLEManAmmo", 5)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
        ROSS A 3
        ROSS A 1 A_PlaySound("Weapons/KAR98/Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        RD12 A 20
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        RD12 B 20
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        RD12 B 20
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        RD12 C 20
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        RD12 D 20
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
        ROSS A 10
//TNT1 A 0 A_SetSize(16,40,0)
        Goto See

   Pain.Avoid:
      
	  TNT1 A 0
	  TNT1 A 0 A_Jump(255, "AvoidLeft", "AvoidRight")
	  Goto AvoidLeft
	  
	  AvoidLeft:
	     ROSS A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)
        ROSS ABCDABCD 2 A_FaceTarget
        Goto Missile
	AvoidRight:
	    ROSS A 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)
        ROSS ABCDABCD 2 A_FaceTarget
        Goto Missile

    Pain.KillMe:
        TNT1 A 0
        Goto Missile
    Death.KillMe:
    Death.Taunt:
    Death.Avoid:
	    TNT1 A 0
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
        TNT1 A 0 A_SpawnItem("Zombie_Man")
		TNT1 A 0
        Stop

	Pain:
		TNT1 A 0 A_TakeInventory("CanStealthKilled")
			    TNT1 A 0 A_TakeInventory("SKZombieman", 1)
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 6)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_CustomMissile ("Nashgore_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
	    ROSS G 3
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		ROSS G 3 A_Pain
//TNT1 A 0 A_SetSize(16,40,0)
		Goto See
        TNT1 AAAA 0
        TNT1 A 0 A_Pain
        ID11 FRRRQ 10
//TNT1 A 0 A_SetSize(16,40,0)
         TNT1 A 0 A_TakeInventory("IsDown", 1)
        Goto See

Pain.StealthKnife:
TNT1 A 0 A_JumpIfInventory("CanStealthKilled",1,"StealthKill")
Goto Pain

StealthKill:
TNT1 A 0 A_SpawnItem("Karabine98")
TNT1 A 1
TNT1 A 0 A_GiveToTarget("GuardStealthed",1)
TNT1 A 0 A_NoBlocking
TNT1 A 0
TNT1 A 0 A_Fall
TNT1 A 1
Stop

        Pain.Melee:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SKZombieMan", 1, "StealthKill")
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 6)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
	    ROSS G 3
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		ROSS G 3 A_Pain
		Goto See
        TNT1 AAAA 0
        TNT1 A 0 A_Pain
        ID11 FRRRQ 10
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
         TNT1 A 0 A_TakeInventory("IsDown", 1)
        Goto See
		
	Pain.ExplosiveImpact:
	Pain.Explosive:
	TNT1 A 0 A_TakeInventory("CanStealthKilled",1)
	         TNT1 A 0
	         TNT1 A 0 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 		    TNT1 A 0 A_TakeInventory("SKZombieman", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,40,0,1)
         ID11 EF 8
		Goto FallingAfterImpact
		
    Pain.Kick:
	TNT1 A 0 A_TakeInventory("CanStealthKilled",1)
         TNT1 A 0
         ID11 E 1 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		  TNT1 A 0 A_TakeInventory("SKZombieman", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,30,0,1)
		//ID11 E 1 A_Chase ("","")
		ID11 E 1 A_facetarget
        ID11 E 6 ThrustThing(angle*256/360+128, 10, 0, 0)
         ID11 F 8
		Goto FallingAfterImpact
		
		FallingAfterImpact:
		ID11 F 1 A_GiveInventory ("FallingHeight", 1)
		ID11 F 1 A_CheckFloor ("GetUp")
		NULL A 0 A_JumpIf (momz == 0, "GetUp")
		Loop
		
		GetUp:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 20, "Death.Stomp")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 14, "FallingSuperDeath")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 7, "FallingDeath")
		ID11 RRRRRRR 5 A_JumpIf(momz < 0, "FallingAfterImpact")
		TNT1 A 0 A_TakeInventory("FallingHeight", 100)
         TNT1 A 0 A_TakeInventory("IsDown", 1)
		ID11 Q 10
//TNT1 A 0 A_SetSize(16,40,0)
         Goto See
		 
		
	FallingDeath:
	TNT1 A 0
	TNT1 A 0 A_Scream
	TNT1 A 0 A_NoBLocking
	TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (50, 130))
	ID11 EF 2
	TNT1 A 0 A_SpawnItem("KARABINE98")
	TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	TNT1 A 0 A_SpawnItem ("DeadZombieman1")
	Stop
	
	FallingSuperDeath:
	TNT1 A 0
	TNT1 A 0 A_XScream
	TNT1 A 0 A_NoBLocking
	TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	Goto Death.ExplosiveImpact+1
	

	    Death.Melee:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
		TNT1 A 0 A_JumpIfInventory ("SKZombieMan", 1, "StealthKill")
        Death.Kick:
		TNT1 A 0 ThrustThingZ(0,30,0,1)
			TNT1 A 0 A_SpawnItem("KARABINE98")
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (8)
         ID11 EF 8
		 TNT1 A 0 A_SpawnItem("DeadZombieman1")
		Stop

		    Death.Down:
		POSS I 0 A_Scream
		POSS J 0 A_NoBlocking
		POSS K 0
        TNT1 A 0 A_SpawnItem ("DeadZombieman1")
        Stop
		
Death.DoubleMP40:
TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
TNT1 A 0
TNT1 AA 0 A_CustomMissile ("Nashgore_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_Jump(128, "Death.Arm", "Death.Leg")
TNT1 A 0 A_Jump(192,"GoHere")
TNT1 A 0 A_Jump(128, "DeathMirror")
	TNT1 A 0 A_SpawnItem("KARABINE98")
		POSS H 5 A_GiveToTarget("ScoreItem", 100)
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		POSS K 5
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadZombieman1")
		Stop
		
		GoHere:
			TNT1 A 0 A_SpawnItem("KARABINE98")
			Goto Death.Massacre

Death.Arm2:
	TNT1 A 0 A_SpawnItem("KARABINE98")
               TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        tnt1 a 0 A_GiveToTarget("ScoreItem", 500)
GSUB A 4 A_Scream
GSUB B 4 A_NOBLOCKING
GSUB C 4 
GSUB D 4
GSUB E 4
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
GSUB E -1 
Stop

Death.StealthKnife:
TNT1 A 0 A_JumpIfInventory("CanStealthKilled",1,"StealthKill")
Death.Coltello:
	TNT1 A 0 A_SpawnItem("KARABINE98")
               TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        tnt1 a 0 A_GiveToTarget("ScoreItem", 500)
GUCC A 3 A_Scream
GUCC B 3 A_NOBLOCKING
GUCC C 3 
GUCC D 3
GUCC E 3
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
GUCC E -1 
Stop



Death.Shotgun:
		TNT1 A 0 A_JumpIfCloser(200, "Death.Shotgunontheface")
		Goto Death
		
	Death.Shotgunontheface:	
	    
		TNT1 A 0
		TNT1 A 0 A_Jump(48, "Death.Arm", "Death.Leg")
			TNT1 A 0 A_SpawnItem("KARABINE98")
	    TNT1 A 0 ThrustThingZ(0,40,0,1)
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
         ID11 EF 15
         TNT1 A 0 A_SpawnItem ("DeadZombieMan1")
		 Stop
 
 
 Death.Candelabroencapo:
         TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0
		TNT1 AA 0 A_CustomMissile ("Nashgore_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Jump(128, "DeathMirror")
					TNT1 A 0 A_SpawnItem("KARABINE98")
		POSS H 5 
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		POSS K 5
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadZombieman1")
		Stop

	Death:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0
		TNT1 AA 0 A_CustomMissile ("Nashgore_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Jump(32, "Death.Arm", "Death.Leg")
		TNT1 A 0 A_Jump(128, "DeathMirror")
                TNT1 A 0 A_Jump(64, "DONTSHOT")
					TNT1 A 0 A_SpawnItem("KARABINE98")
		POSS H 5 A_GiveToTarget("ScoreItem", 100)
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		POSS K 5
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadZombieman1")
		Stop

	Death.RifleNoExplode:
   TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0
		TNT1 AA 0 A_CustomMissile ("Nashgore_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Jump(32, "Death.Arm", "Death.Leg")
		TNT1 A 0 A_Jump(128, "DeathMirror")
			TNT1 A 0 A_SpawnItem("KARABINE98")
		POSS H 5 A_GiveToTarget("ScoreItem", 100)
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		POSS K 5
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadZombieman1")
		Stop

	
	DeathMirror:
		TNT1 A 0 A_SpawnItem("KARABINE98")
	    POSS M 5
		POSS N 5 A_Scream
		POSS O 5 A_NoBlocking
		POSS P 5 A_GiveToTarget("ScoreItem", 100)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadZombieman1f")
		Stop
DONTSHOT:
        TNT1 A 0 A_SpawnItem ("PREYRIFLEMAN")
Stop

     Death.Arm:
TNT1 A 0 A_JUMP(50,"DEATH.ARM2")
	TNT1 A 0 A_SpawnItem("KARABINE98")
		TNT1 A 0 A_CustomMissile ("XDeathSAaRM", 35, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		ZZD2 A 10 A_Scream
ZZD2 A 1 A_GiveToTarget("ScoreItem", 300)
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DyingSANoArm")
        Stop



Death.leg:
	TNT1 A 0 A_SpawnItem("KARABINE98")
        TNT1 A 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("ZombieLegOnFoot")
                SALE A 5
		SALE B 5 A_Scream
		SALE C 5 A_NoBlocking
		SALE D 5 A_GiveToTarget("ScoreItem", 200)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		TNT1 A 0 A_SpawnItem ("DeadSA_NoLeg")
		Stop

   

	Death.cut:
        TNT1 A 0
        TNT1 A 0 A_Jump(32, "Death.Arm", "Death.Leg")
			TNT1 A 0 A_SpawnItem("KARABINE98")
        Goto Death.Tear

		    Death.cutless:
        TNT1 A 0
		
       TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
	   		TNT1 A 0 A_Jump(32, "Death.Cut")
	   			TNT1 A 0 A_SpawnItem("KARABINE98")
		TNT1 A 0 A_Jump(100, "Death.LegMassacre","HitlerDeathStyle")
                tnt1 a 0 A_GiveToTarget("ScoreItem", 1000)
        Goto Death.Massacre

HitlerDeathStyle:
	TNT1 A 0 A_SpawnItem("KARABINE98")
 POSS G 3
	     TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
	     TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
tnt1 a 0 A_PlaySound("HITLER/GORE")
TNT1 A 0 A_NOBLOCKING
FUCG AABB 2
TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (0, 360), 2, random (0, 160))
FUCG CCDD 2
		tnt1 a 0 A_GiveToTarget("ScoreItem", 600)
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
fUCG D -1 
Stop
		
	        Death.Massacre:
        TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Scream
		TNT1 O 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BrutalizedZombieMan1", 1)
		Stop
		
		Death.LegMassacre:
		TNT1 A 0
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("ZombieLegOnFoot")
		POS7 B 1 A_Scream
POS7 B 1 A_GiveToTarget("ScoreItem", 100)
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BrutalizedZombieManLeg")
        Stop

    Death.Tear:
        TNT1 AA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
  	    TNT1 AAA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 O 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("RipZombieMan", 0, 0, random (0, 360), 2, random (0, 160))
	    POSX AABCDE 9
        TNT1 A 0 A_SpawnItem ("DeadZombieman_Half")
		TNT1 A 0 A_SpawnItem ("MediumBloodSpot")
		//POSX E -1
		Stop


         
Death.EnemyHeadShot:
	Death.head:
		TNT1 A 0 A_SpawnItem("KARABINE98")
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
  	    TNT1 AA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		ZMAD B 0 A_XScream
tnt1 a 0 A_GiveToTarget("ScoreItem", 1000)
                ZMAD B 1
		ZMAD C 0 A_NoBlocking
		
		TNT1 A 0 A_Jump(32, "Deathchickenhead")
		
		ZMAD ABBC 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		ZMAD DE 6
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		//POSH F -1
		Stop
		
		DeathChickenHead:
		
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
						TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
						TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD FGH 4 A_SpawnItem ("Blood", 0, 56)
		
		
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		ZMAD ABBC 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		ZMAD DE 6
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHeadFront")
tnt1 a 0 A_GiveToTarget("ScoreItem", 1000)
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		Stop

	Death.decaptate:
        TNT1 A 0
        TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		POSH AAA 15 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
		POSH B 9 A_XScream
		POSH C 9 A_NoBlocking
		POSH DE 5
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
        TNT1 A 0 A_SpawnItem ("DeadZombieman_NoHead")
TNT1 A 1 A_GiveToTarget("ScoreItem", 400)
		//POSH F -1
		Stop

    Death.fire:
	Death.Flames:
		TNT1 A 0 A_SpawnItem("KARABINE98")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
TNT1 A 1 A_GiveToTarget("ScoreItem", 600)
        TNT1 A 0 A_SpawnItem("BurningSA")
      Stop
	  


		
	
		
	XDeath:
		TNT1 A 0 A_SpawnItem("KARABINE98")
  	    TNT1 AAAA 0 A_CustomMissile ("SuperBloodSplasher", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("ZombieXDeath", 2, 0, random (0, 360), 2, random (0, 160))
TNT1 A 1 A_GiveToTarget("ScoreItem", 700)		
Stop
			TNT1 A 0
		TNT1 A 0 A_Recoil(4)
	
	 Death.Stomp:
	TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 A 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 A 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 A 0 A_SpawnItem ("CrushedRemains")
	TNT1 A 1
	TNT1 A 1 A_XScream
    TNT1 A 1 A_NoBlocking
	Stop
	
	Death.ExplosiveImpact:
		TNT1 A 0 A_SpawnItem("KARABINE98")
	    TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_Jump(130,"Death.LandMine")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathSAaRM", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 ThrustThingZ(0,30,0,1)
    ID13 AB 5 A_GiveToTarget("ScoreItem", 800)
		ID13 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		ID13 FFFFFFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg")
		Stop
		
		Death.LandMine:
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("GibHand", 42, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	ID13 A 1 A_Scream
	    ID15 A 9
		ID15 BCD 9 A_CheckFloor("Dead.Landmine")
		ID15 DDDDD 9 A_CheckFloor("Dead.Landmine")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg2")
		Stop
		
		Dead.ExplosiveImpact:
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg")
		Stop
		
		Dead.Landmine:
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedZombiemanLeg2")
		Stop
		
		
		
	Raise:
		POSS K 5
		POSS JIH 5
		Goto See
    Crush:
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("NashGore_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
        POSC A 5
        POSC A -1
        Stop
	}
}



ACTOR PREYRIFLEMAN
{
	Game Doom
	Radius 16
	Height 28
	Health 50
		PainSound "NAZI/PAIN"
		PainChance 255
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
    damagefactor "Kick", 2.0
		DamageFactor "Trample" , 0.0
		Mass 50
PainChance "Taunt", 255
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	States
	{
		
	Death.fire:
	Death.Flames:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItem("KARABINE98")
        TNT1 A 0 A_SpawnItem("BurningSA")
      Stop
		
	Spawn:
    TNT1 A 0
	NODO A 10
        NODO B 10
TNT1 A 0 A_PlaySound ("HALT")
	Goto PRAY
	PRAY:

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        NODO C 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)	  
       NODO D 5
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)	  
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 40, "GotoDeath")
		Loop
	GotoDeath:
	TNT1 A 0
	Goto TAKETHIS

TAKETHIS:
NODO L 1 
TNT1 A 0 A_SpawnItem ("RIFLE_MAN")
Stop

		
	Death.Cut:
	Death.Cutless:
	Death:
	    NODO E 2
            NODO F 2
		TNT1 A 0 A_PlaySound ("GRUNT/DEATH")
TNT1 A 0 A_SpawnItem ("KARABINE98")
		TNT1 A 0 A_SpawnItem ("DeadZombieman2")
		Stop

    Death.Head:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        ZMAD B 10
TNT1 A 0 A_SpawnItem ("KARABINE98")
        TNT1 A 0 A_SpawnItem ("DeadZombieMan_NoHeadFront", 1)
Stop

Death.Shotgun:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
         ID11 GH 15
TNT1 A 0 A_SpawnItem ("KARABINE98")
         TNT1 A 0 A_SpawnItem ("DeadZombieman2")
		 Stop
		 
		 Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("KARABINE98")
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Nashgore_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop		 
		 
   Xdeath:
   Death.SuperPunch:
	Death.Blast:
	Death.SSG:
TNT1 A 0 A_SpawnItem ("KARABINE98")
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
				TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
						TNT1 AAAA 0 A_CustomMissile ("Nashgore_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathSAaRM", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathSAHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        ZZD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		ZZD1 H -1
        Stop		 

	}
}
		
				ACTOR RIFLE_PATROL : Rifle_man
{
	+JUSTHIT
	States
	{
	Spawn:
			TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 38,0)
		ROSS AAA 1 A_Wander
				TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 38,0)
		ROSS AAAA 1 A_LookEx (0, 0, 0, 2048, 0, "See")
				TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 38,0)
		ROSS BBB 1 A_Wander
				TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 38,0)
		ROSS BBB 1 A_LookEx (0, 0, 0, 2048, 0, "See")
		NULL A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
				TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 38,0)
		ROSS CCC 1 A_Wander
				TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 38,0)
		ROSS CCC 1 A_LookEx (0, 0, 0, 2048, 0, "See")
				TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 38,0)
				NULL A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		Loop
	}
}