actor GenericBurningGuy
{   
	Radius 1
	Height 1
	+NOTELEPORT
	+MOVEWITHSECTOR
	+NOICEDEATH
	Mass 1000
	Health 100
	States    
	{
		Spawn:
		TNT1 A 0 BRIGHT
		BUR2 A 1 BRIGHT
		BUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
		BURN FFGGHH 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
		BURN IIJJKKLL 3 BRIGHT A_CustomMissile ("BurnParticles", 28, 0, random (0, 180), 2, random (0, 180))
		BURN MMN 3 BRIGHT A_CustomMissile ("BurnParticles", 32, 0, random (0, 180), 2, random (0, 180))
		BURN NOOPP 3 BRIGHT A_CustomMissile ("BurnParticles", 22, 0, random (0, 180), 2, random (0, 180))
		BURN QQ 3 BRIGHT A_CustomMissile ("BurnParticles", 18, 0, random (0, 180), 2, random (0, 180))
		//TNT1 A 0 A_PlaySound("DSFDTHE")
		BURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile ("SmallBurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
		BURN UU 3 BRIGHT A_CustomMissile ("BurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
		TNT1 A 0 A_SpawnItem("100SmallFireFocusSpawnerz")
		BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 360), 2, random (90, 110))
		BURN V -1


		Spawn2:
		TNT1 A 0 BRIGHT
		//TNT1 A 0 A_PlaySound("DSFDTHG")
		TNT1 A 0 BRIGHT
		BUR2 A 1 BRIGHT
		BUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
		BURN FFGGHH 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
		BURN IIJJKKLL 3 BRIGHT A_CustomMissile ("BurnParticles", 28, 0, random (0, 180), 2, random (0, 180))
		BURN MMN 3 BRIGHT A_CustomMissile ("BurnParticles", 32, 0, random (0, 180), 2, random (0, 180))
		BURN NOOPP 3 BRIGHT A_CustomMissile ("BurnParticles", 22, 0, random (0, 180), 2, random (0, 180))
		BURN QQ 3 BRIGHT A_CustomMissile ("BurnParticles", 18, 0, random (0, 180), 2, random (0, 180))
		//TNT1 A 0 A_PlaySound("DSFDTHG")
		BURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile ("SmallBurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
		BURN UU 3 BRIGHT A_CustomMissile ("BurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
		TNT1 A 0 A_SpawnItem("100SmallFireFocusSpawnerz")
		BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 360), 2, random (90, 110))
		BURN V -1
		Stop
	}
}

ACTOR BurnParticles
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    Speed 0
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    +NODAMAGETHRUST
    +NOCLIP
    DamageType Fire
	+NOBLOOD
	+NOBLOODDECALS
	+BLOODLESSIMPACT
	-BLOODSPLATTER
    States
    {
	Spawn:
		TNT1 A 0
        XDT3 A 0 A_Explode(3,30)
		TNT1 A 0 A_SpawnItem("RedFlare", 0, 5)
		TTRB A 0 bright A_CustomMissile ("PlasmaSmoke", 20, 0, random (0, 360), 2, random (60, 130))
		TTRB A 0 bright A_CustomMissile ("SmallFireTrail324", 0, 0, random (0, 360), 2, random (0, 130))
		TNT1 A 3
		stop
    }
}

ACTOR SmallBurnParticles: BurnParticles
{
	DamageType Burn
    States
    {
	Spawn:
		TNT1 A 0
        XDT3 A 0 A_Explode(2,30)
		TNT1 A 0 A_SpawnItem("RedFlare", 0, 5)
		TTRB A 0 bright A_CustomMissile ("PlasmaSmoke", 20, 0, random (0, 360), 2, random (60, 130))
		TTRB A 0 bright A_CustomMissile ("SmallFlameTrails", 0, 0, random (0, 360), 2, random (60, 130))
		stop
    }
}

ACTOR BurnParticlesNoDamage: BurnParticles
{
    States
    {
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("RedFlare", 0, 5)
		TTRB A 0 bright A_CustomMissile ("PlasmaSmoke", 20, 0, random (0, 360), 2, random (60, 130))
		TTRB A 0 bright A_CustomMissile ("FlameTrails", 0, 0, random (0, 360), 2, random (60, 130))
		stop
    }
}

ACTOR BurnDamageSmall: BurnParticles
{
+NODAMAGETHRUST
    States
    {
	Spawn:
		TNT1 A 0
		XDT3 A 0 A_Explode(5,60)
		stop
    }
}

ACTOR BurnDamageLarge: BurnParticles
{
+NODAMAGETHRUST
    States
    {
	Spawn:
		TNT1 A 0
		XDT3 A 0 A_Explode(12,120)
		stop
    }
}

actor BurningZombieOld
{  
	Radius 1
	Height 1
	+NOTELEPORT
	+MOVEWITHSECTOR
	Mass 1000
	Health 100
	States    
	{
		Spawn:
		TNT1 A 0 BRIGHT
		TNT1 A 0 A_PlaySound("BURNZOM")
		BUR2 A 1 BRIGHT
		BUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
		BURN FFGGHH 3 BRIGHT A_CustomMissile ("BurnParticles", 36, 0, random (0, 180), 2, random (0, 180))
		BURN IIJJKKLL 3 BRIGHT A_CustomMissile ("BurnParticles", 28, 0, random (0, 180), 2, random (0, 180))
		BURN MMN 3 BRIGHT A_CustomMissile ("BurnParticles", 32, 0, random (0, 180), 2, random (0, 180))
		BURN NOOPP 3 BRIGHT A_CustomMissile ("BurnParticles", 22, 0, random (0, 180), 2, random (0, 180))
		BURN QQ 3 BRIGHT A_CustomMissile ("BurnParticles", 18, 0, random (0, 180), 2, random (0, 180))
		TNT1 A 0 A_PlaySound("BURNZOM")
		BURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile ("SmallBurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
		BURN UU 3 BRIGHT A_CustomMissile ("BurnParticles", 12, 0, random (0, 180), 2, random (0, 180))
		BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile ("PlasmaSmoke", 8, 0, random (0, 360), 2, random (90, 110))
		BURN V -1
		Stop
	}
}

actor DesintegratedHuman
{   
	Radius 1
    Height 1
    +NOTELEPORT
    +MOVEWITHSECTOR
    Mass 1000
    Health 100
	Scale 0.7
	States    
	{
		Spawn:
		TNT1 AAAAA 0 A_CustomMissile ("Guts", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner", 30, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_CustomMissile ("BloodSplinter", 0, 0, random (0, 360), 2, random (0, 35))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 0, 0, random (0, 360), 2, random (60, 90))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 0, 0, random (0, 360), 2, random (60, 90))
		TNT1 A 0 A_SpawnItem("SplatteredLarge")
		TNT1 A 0 A_SetAngle(random (0, 360))
		TNT1 A 0 A_SpawnItemEx("SplatteredLarge", 32, 32)
		TNT1 A 0 A_SpawnItemEx("SplatteredLarge", -32, -32)
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		TNT1 AA 0 A_CustomMissile ("BloodmistBig", 56, 0, random (0, 360), 2, random (60, 90))
		TNT1 AAAAA 0 A_CustomMissile ("BloodmistExtraBig", 56, 0, random (0, 360), 2, random (40, 90))
		ID50 ABCDEF 7
		Stop
	}
}
  
actor BurningImp
{   
	Radius 1
	Height 1
	+NOTELEPORT
	+MOVEWITHSECTOR
	Mass 1000
	Health 100
	States    
	{
		Spawn:
		IZD4 CCC 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 CCC 3 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("imp/pain")
		IZD4 DDD 2 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TROO LLLL 2 A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Playsound("props/redfire")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		BOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 2 A_CustomMissile ("FlameTrails", 15, 0, random (0, 360), 2, random (50, 130))
		BOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 20 A_CustomMissile ("SmallSmoke", 25, 0, random (0, 360), 2, random (70, 110))
		BOSB F -1
		Stop
	}
}

actor BurningDemon2
{   
	Radius 22
	Height 52
	+NOTELEPORT
	+SHOOTABLE
	+MOVEWITHSECTOR
	+SOLID
	+NOBLOCKMONST
	PainChance 0
	Speed 15
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
	damagefactor "Shrapnel", 0.3
	damagefactor "Fire", 0.0
	damagefactor "Flames", 0.0
	damagefactor "Burn", 0.0
	damagefactor "SSG", 5.0
	damagefactor "Explosive", 5.0
	damagefactor "ExplosiveImpact", 2.0
	Mass 1000
	Health 100
	States    
	{
		Spawn:
		CRB7 M 3 A_Wander
		TNT1 A 0 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		CRB7 N 3 A_Wander
		TNT1 A 0 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		CRB7 O 3 A_Wander
		TNT1 A 0 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		CRB7 P 3 A_Wander
		TNT1 A 0 A_CustomMissile ("BurnParticles", 25, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_playsound ("demon/pain")
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 7, "GotoDeath")
		Loop

		GotoDeath:
		TNT1 A 0
		Goto Death

		Death:
		TNT1 A 0 A_SpawnItem ("BurnedDemon")
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		Stop
		
		XDeath:
		Death.SSG:
		Death.Explosive:
		TNT1 A 0 A_NOBlocking
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedDemonArm", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedDemonLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2",0,0,26,random (-2.5, 2.5), random (-2.5, 2.5), 5)
		Stop
	}
}

Actor BurnedDemon
{
	Radius 1
	Height 1
	States
	{
		Spawn:
		CRB7 Q  2
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_playsound ("demon/death")
		CRB7 QQQQ 2 A_CustomMissile ("FlameTrails", 45, 0, random (0, 360), 2, random (50, 130))
		CRB7 RRRR 2 A_CustomMissile ("FlameTrails", 30, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Playsound("props/redfire")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		CARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 2 A_CustomMissile ("FlameTrails", 25, 0, random (0, 360), 2, random (50, 130))
		CARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 20 A_CustomMissile ("SmallSmoke", 35, 0, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		CARB J -1
		Stop
	}
}

ACTOR DyingZombiemanInFlames
{
    Radius 12
    Height 30
    Speed 5
	Health 20
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	+SHOOTABLE
    +FLOORCLIP
	//+NOBLOCKMAP
	+NOICEDEATH
    +LOOKALLAROUND
	+FRIGHTENED
	-SOLID
	damagefactor "Burn", 0.0
	damagefactor "Fire", 0.0
	damagefactor "Flames", 0.0
    States
    {
		Spawn:
		TNT1 A 0
		ZMAB A 1 A_Look
		Loop
		
		See:
		TNT1 A 0
		TNT1 A 0 A_Playsound("BurnZom")
		Goto See2
		
		See2:
		ZMAB A 5 A_Chase
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		ZMAB A 5 A_Chase
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		ZMAB B 5 A_Chase
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		ZMAB B 5 A_Chase
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_SpawnItem("Brutal_BloodSpot")
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 5, "GotoDeath")
		Loop

		GotoDeath:
		TNT1 A 0
		Goto Death
		
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		BRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 A_CustomMissile("BurnParticles", 5, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_SpawnItem("100SmallFireFocusSpawnerz")
		BRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		BRZ3 H -1
		Stop
		
		Crush:
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		CRS2 A 5
		CRS2 A -1
		Stop

		Death.Stomp:
		Death.SSG:
		XDeath:
		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 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 A_SpawnItem ("CrushedRemains")
		TNT1 A 1 A_SpawnItemEx("HealthCrueltyBonus2",0,0,15,random (-2.5, 2.5), random (-2.5, 2.5), 5)
		TNT1 A 1 A_XScream
		TNT1 A 1 A_NoBlocking
		TNT1 A -1
		Stop
	}
}

ACTOR DyingSergeantNoLegInFlames
{
    Radius 12
    Height 30
    Speed 5
	Health 20
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	+SHOOTABLE
    +FLOORCLIP
	//+NOBLOCKMAP
    +LOOKALLAROUND
	+NOICEDEATH
	+FRIGHTENED
	-SOLID
	damagefactor "Burn", 0.0
	damagefactor "Fire", 0.0
	damagefactor "Flames", 0.0
    States
    {
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_Playsound("BurnZom")
		ZMAB A 1 A_Look
		Loop
		
		See:
		SMBM A 5 A_Chase
		TNT1 A 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		SMBM A 5 A_Chase
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		SMBM B 5 A_Chase
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		SMBM B 5 A_Chase
		TNT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 10, "GotoDeath")
		Loop

		GotoDeath:
		TNT1 A 0
		Goto Death
		
		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_Scream
		BRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 A_CustomMissile("BurnParticles", 5, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_SpawnItem("100SmallFireFocusSpawnerz")
		BRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		BRZ3 H -1
		Stop
		
		Crush:
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		CRS2 A 5
		CRS2 A -1
		Stop

		Death.Stomp:
		Death.SSG:
		XDeath:
		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 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 A_SpawnItem ("CrushedRemains")
		TNT1 A 1 A_SpawnItemEx("HealthCrueltyBonus2",0,0,15,random (-2.5, 2.5), random (-2.5, 2.5), 5)
		TNT1 A 1 A_XScream
		TNT1 A 1 A_NoBlocking
		TNT1 A -1
		Stop
	}
}

ACTOR BurningZombie
{
    Radius 12
    Height 56
    Speed 5
    Scale 0.85
	Health 100
	GibHealth 25
	damagefactor "Burn", 0.0
	damagefactor "Fire", 0.0
	damagefactor "Flames", 0.0
	damagefactor "Flame", 0.0
	damagefactor "Head", 0.0
	damagefactor "ExplosiveImpact", 10.0
	MONSTER
	-COUNTKILL
	+NOICEDEATH
	+FRIENDLY
    +FLOORCLIP
	+SHOOTABLE
	+NOBLOCKMONST
	+DONTSPLASH
	+NOTARGET
	Gravity 0.7
	bloodtype "DeadBlood"
    Obituary "%o was near someone in flames."
	MaxDropOffHeight 6000
	Mass 999999
    States
    {
		Spawn:
		BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("BURNZOM")
		Goto Suffer
		
		Suffer:
		BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-2)
		BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-2)
		BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-2)
		BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-2)
		BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 5, "Death")
		//TNT1 A 0 A_JumpIf(momz < 5, "Falling")
		Loop
		
		Falling:	
		BDT2 AA 1 Bright
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT2 BB 1 Bright
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT2 CC 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT2 DD 1 Bright
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
		Loop

		Death.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,60,0,1)
		TNT1 A 0
		Goto Looping

		Looping:	
		BDT3 AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT3 BBBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT3 CCCC 1 Bright A_JumpIf(momz == 0, "fallDeath")
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT3 DDDD 1 Bright A_JumpIf(momz == 0, "fallDeath")
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		Loop	

		FallDeath:
		TNT1 AAAAAAAAAA 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("ExplosionParticleHeavy", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 AAAA 0 A_CustomMissile("XDeath1", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2",0,0,28,random (-2.5, 2.5), random (-2.5, 2.5), 5)
		TNT1 A 0 A_Explode(100, 128)
		Goto Death
		
		Death:
		TNT1 A 0
		TNT1 A 0 A_Fall
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_Jump(128, "Death2")
		BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		NJEX AAAAAAAAAAAAAAAAAA 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_SpawnItem("100SmallFireFocusSpawnerz")
		NJEX AAAAAAAAAAAAAAAAAA 10 Bright A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		NJEX A -1
		Stop
		
		Death2:
		BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		NJEX BBBBBBBBBBBBBBBBBB 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_SpawnItem("100SmallFireFocusSpawnerz")
		NJEX BBBBBBBBBBBBBBBBBB 10 Bright A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		NJEX B -1
		Stop
		
		XDEATH:
		DEATH.SSG:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 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 ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2",0,0,28,random (-2.5, 2.5), random (-2.5, 2.5), 5)
		Stop
    }
}

ACTOR BurningCacodemon
{
    Radius 12
    Height 56
    Speed 3
    Scale 0.85
	Health 100
	GibHealth 25
	+NOICEDEATH
	damagefactor "Burn", 0.5
	damagefactor "Fire", 0.5
	damagefactor "Flames", 0.5
	damagefactor "Flame", 0.5
	damagefactor "ExplosiveImpact", 10.0
	bloodtype "Blue_Blood"
	bloodcolor DarkBlue
	MONSTER
	-COUNTKILL
	+FLOAT
	+NOGRAVITY
	+FRIENDLY
    +FLOORCLIP
	+SHOOTABLE
	+NOBLOCKMONST
	+DONTSPLASH
	Gravity 1.0
	bloodtype "DeadBlood"
    Obituary "%o was near someone in flames."
	Mass 100
    States
    {
    Spawn:
        TNT1 A 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HEAD NN 1 Bright A_Chase("", "")
		Goto Suffer
		
	Suffer:
        HEAD EE 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("FireballExplosionFlamesBig", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		HEAD EE 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		HEAD B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 7, "Death")
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		Loop

    Death:
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		HEAD P 1 A_SpawnItem("100SmallFireFocusSpawnerz")
		TNT1 A 0 A_Playsound("props/redfire")
		HEAD PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 12 A_CustomMissile("FireballExplosionFlamesBig", 15, 0, random (0, 360), 2, random (50, 130))
		HEAD P 1 A_SpawnItem("100SmallFireFocusSpawnerz")
		HEAD PPPPPPPPPPPPPPPPPPPPPPPP 6 A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		HEAD P -1
        Stop
    }
}

ACTOR BurningZombieMan
{
    Radius 8
    Height 48
    Speed 3
	Health 30
	GibHealth 25
	damagefactor "Burn", 0.0
	damagefactor "Fire", 0.0
	damagefactor "Flames", 0.0
	damagefactor "Flame", 0.0
	damagefactor "Head", 0.0
	damagefactor "Ice", 0.0
	damagefactor "ExplosiveImpact", 10.0
	MONSTER
	-COUNTKILL
	+FRIENDLY
    +FLOORCLIP
	+SHOOTABLE
	+NOBLOCKMONST
	+NOTARGET
	Gravity 0.7
	bloodtype "DeadBlood"
    Obituary "%o was near someone in flames."
	MaxDropOffHeight 6000
	Mass 999999
    States
    {
    Spawn:
        BRZ1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_PlaySound("BURNZOM")
		Goto Suffer
		
	Suffer:
        BRZ3 AAA 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BRZ3 BBB 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BRZ3 CCC 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BRZ3 BBB 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 4, "Death")
		Loop
	
	Death.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,60,0,1)
		TNT1 A 0
		Goto Looping
	
	Looping:	
	    BDT3 AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        BDT3 BBBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT3 CCCC 1 Bright A_JumpIf(momz == 0, "fallDeath")
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        BDT3 DDDD 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		Loop	
	
	FallDeath:
	    TNT1 AAAAAAAAAA 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("ExplosionParticleHeavy", 10, 0, random (0, 360), 2, random (20, 150))
	    TNT1 AAAA 0 A_CustomMissile("XDeath1", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2",0,0,24,random (-2.5, 2.5), random (-2.5, 2.5), 5)
		TNT1 A 0 A_Explode(100, 128)
		Goto Death
		
    Death:
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		TNT1 A 0 A_Jump(256, "Death1", "Death2", "Death3")
		Goto Death1
		
	Death1:	
	    TNT1 A 0 A_PlaySound("BURNZOM")
		BRZ3 DD 3 A_CustomMissile("BurnParticles", 30, 0, random (0, 360), 2, random (50, 130))
		BRZ3 EE 3 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
        BRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 A_CustomMissile("BurnParticles", 5, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_SpawnItem("100SmallFireFocusSpawnerz")
		BRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		BRZ3 H -1
        Stop
		
	Death2:
	    TNT1 A 0 A_PlaySound("BURNZOM")
		BRZ3 DD 3 A_CustomMissile("BurnParticles", 30, 0, random (0, 360), 2, random (50, 130))
		BRZ3 EE 3 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
        BRZ3 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 3 A_CustomMissile("BurnParticles", 5, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_SpawnItem("100SmallFireFocusSpawnerz")
		BRZ3 IIIIIIIIIIIIIIIII 10 A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		BRZ3 I -1
        Stop
		
	Death3:
	    TNT1 A 0 A_PlaySound("BURNZOM")
		BRZ3 DD 3 A_CustomMissile("BurnParticles", 30, 0, random (0, 360), 2, random (50, 130))
		BRZ3 EE 3 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_SpawnItem("DyingZombiemanInFlames")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
        Stop
		
	XDEATH:
	DEATH.SSG:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 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 ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2",0,0,24,random (-2.5, 2.5), random (-2.5, 2.5), 5)
		Stop
    }
}

ACTOR BurningShotgunguy: BurningZombieMan
{
    States
    {
	Spawn:
        BRZ1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_PlaySound("BURNZOM")
		Goto Suffer
		
	Suffer:
        BRZ3 AAA 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BRZ3 BBB 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BRZ3 CCC 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BRZ3 BBB 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 4, "Death")
		Loop
	
	Death:
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		TNT1 A 0 A_Jump(256, "Death1", "Death2", "Death3")
		Goto Death1
		
	Death1:	
	    TNT1 A 0 A_PlaySound("BURNZOM")
		BRZ3 DD 3 A_CustomMissile("BurnParticles", 30, 0, random (0, 360), 2, random (50, 130))
		BRZ3 EE 3 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
        BRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 A_CustomMissile("BurnParticles", 5, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_SpawnItem("100SmallFireFocusSpawnerz")
		BRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		BRZ3 H -1
        Stop
		
	Death2:
	    TNT1 A 0 A_PlaySound("BURNZOM")
		BRZ3 DD 3 A_CustomMissile("BurnParticles", 30, 0, random (0, 360), 2, random (50, 130))
		BRZ3 EE 3 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
        BRZ3 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 3 A_CustomMissile("BurnParticles", 5, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_SpawnItem("100SmallFireFocusSpawnerz")
		BRZ3 IIIIIIIIIIIIIIIII 10 A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		BRZ3 I -1
        Stop
		
	Death3:
	    TNT1 A 0 A_PlaySound("BURNZOM")
		BRZ3 DD 3 A_CustomMissile("BurnParticles", 30, 0, random (0, 360), 2, random (50, 130))
		BRZ3 EE 3 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 FF 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Wander
		BRZ3 GG 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_SpawnItem("DyingSergeantNoLegInFlames")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
        Stop
    }
}

ACTOR BurningChaingunGuy: BurningZombieMan
{
    States
    {
	Spawn:
        BRZ1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_PlaySound("BURNZOM")
		Goto Suffer
		
	Suffer:
        CPBR AAA 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        CPBR BBB 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		CPBR CCC 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        CPBR BBB 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 5, "Death")
		Loop

	Death:	
		TNT1 A 0
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	    BRZ3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 3 A_CustomMissile("BurnParticles", 5, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_SpawnItem("100SmallFireFocusSpawnerz")
		BRZ3 HHHHHHHHHHHHHHHHHHHHHHHH 10 A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		BRZ3 H -1
        Stop
    }
}

ACTOR BurningImpRunning: BurningZombieMan
{
    States
    {
	Spawn:
        TNT1 A 0 A_PlaySound("BURNZOM")
		Goto Suffer
		
	Suffer:
        TRBR AAA 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_PlaySound("imp/pain")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TRBR BBB 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TRBR CCC 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        TRBR DDD 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 4, "Death")
		Loop
	Death:
	Death.ExplosiveImpact:
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
        TNT1 A 0 A_SpawnItem("BurningImp")
		Stop
    }
}

ACTOR BurningDemon: BurningZombieMan
{
    States
    {
	Spawn:
        TNT1 A 0 A_PlaySound("BURNZOM")
		Goto Suffer
		
	Suffer:
        SBRG AAA 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_playsound ("demon/pain")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SBRG BBB 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		SBRG CCC 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        SBRG DDD 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 7, "Death")
		Loop
		
	Death:
		TNT1 A 0 A_SpawnItem ("BurnedDemon")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		Stop
		
	XDeath:
	Death.SSG:
	Death.Explosive:
	Death.ExplosiveImpact:
		TNT1 A 0 A_NOBlocking
		TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedDemonArm", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedDemonLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2",0,0,24,random (-2.5, 2.5), random (-2.5, 2.5), 5)
		Stop
    }
}

ACTOR BurningZombieManSimple: BurningZombieMan
{
    Speed 1
	States
    {
    Spawn:
        BRZ5 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_PlaySound("BURNZOM")
		Goto Suffer
		
	Suffer:
        BRZ5 AAA 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BRZ5 BBB 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BRZ5 CCC 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BRZ5 DDD 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
		 BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BRZ5 EEE 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
		 BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BRZ5 FFF 1 BRIGHT A_Wander
		TNT1 A 0 A_Recoil(-1)
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece3", random (-15, 15), random (-15, 15))
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 4, "Death")
		Loop
	}
}

ACTOR XDeathBurnedLeg
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB E 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB E -1
        Stop
    }
}

ACTOR XDeathBurnedImpLeg
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB F 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB F -1
        Stop
    }
}

ACTOR XDeathBurnedSkull
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        BURN B 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        BURN B 1
        BURN B -1
        Stop
    }
}

ACTOR XDeathBurnedArm
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB D 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB D -1
        Stop
    }
}


ACTOR XDeathBurnedImpArm
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB G 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB G -1
        Stop
    }
}

ACTOR XDeathBurnedDemonArm
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB H 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB H -1
        Stop
    }
}

ACTOR XDeathBurnedDemonLeg
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB I 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB I -1
        Stop
    }
}

ACTOR XDeathBurnedMeat
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB A 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB A -1
        Stop
    }
}

ACTOR XDeathBurnedMeat2
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB B 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB B -1
        Stop
    }
}

ACTOR XDeathBurnedMeat3
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CARB C 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CARB CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 14 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        CARB C -1
        Stop
    }
}

ACTOR XDeathBurnedBlueMeat1
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CACB P 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CACB PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 15 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        BURN D -1
        Stop
    }
}

ACTOR XDeathBurnedBlueMeat2
{
    Radius 8
    Height 8
    Speed 5
	Mass 6
	BounceFactor 0.5
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    States
    {
    Spawn:
        CACB Q 10 A_CustomMissile("PlasmaSmoke",0,0,180,2)
        Loop
    Death:
        CACB QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 15 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
        BURN D -1
        Stop
    }
}

ACTOR Ashes1: XDeath1
{
    Speed 5
	Gravity 0.2
    DeathSound "none"
	SeeSound "none"
	+DOOMBOUNCE
	+DONTSPLASH
	BounceFactor 0.01
	Decal none
    Scale 1.0
    States
    {
    Spawn:
	    ASHZ ABCB 3
        Loop
    Death:
        ASHZ B 400
        Stop
    Splash:
        TNT1 A 0
		TNT1 A 0
        Stop
    }
}

ACTOR Ashes2: XDeath1
{
    Speed 5
	Gravity 0.2
	+DONTSPLASH
    DeathSound "none"
	SeeSound "none"
	Decal none
    Scale 1.0
    States
    {
    Spawn:
	    ASHY ABCB 3
        Loop
    Death:
        ASHY B 400
        Stop
    Splash:
        TNT1 A 0
		TNT1 A 0
        Stop
    }
}