actor NetherDarkImp  : DoomImp
{
  //$Title "Nether Dark Imp"
  //$Category XV117Monsters
    Game Doom
	SpawnID 5
	Health 85
	Radius 20//38SpriteW(105%=40)
	Height 56//55SpriteH(105%=58)
	Scale 1.05
	Mass 105
	Speed 6
    GibHealth 35
	PainChance 180
	PainChance "Avoid", 35
	PainChance "Head", 255
    PainChance "Taunt", 255
    PainChance "Kick", 255
	PainChance "Melee", 255
	PainChance "Fatality", 255
	damagefactor "TeleportRemover", 0.0
	damagefactor "GibRemoving", 0.0
    //PainChance "Avoid", 100
	PainChance "ExplosiveImpact", 255
	damagefactor "Avoid", 0.0
	damagefactor "killme", 0.0
	damagefactor "Trample", 1.5
	damagefactor "SSG", 5.0
	damagefactor "Crush", 10.0
	DamageFactor "CauseObjectsToSplash", 0.0
	Monster
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    BloodType "Green_Blood", "GreenSawBlood", "GreenSawBlood"
    damagefactor "Shrapnel", 0.3
	+FLOORCLIP
	+DONTRIP
	+MISSILEMORE
	SeeSound "dimp/see"
	PainSound "dimp/pain"
	DeathSound "dimp/death"
	ActiveSound "dimp/active"
    damagefactor "Kick", 0.5
    damagefactor "SSG", 5.0
	DropItem "DemonStrengthRune" 4
	damagefactor "explosiveimpact", 2.0
	MaxStepHeight 24
	MaxDropOffHeight 32
	+DONTHARMSPECIES
	+SLIDESONWALLS
	PainChance "Trample", 255
    Obituary "%o was cursed by a dark imp."
    HitObituary "%o was touched by a dark imp."
	Tag "Nether Dark Imp"
    MissileType "InfernoBall"
    MeleeDamage 3
	Translation "169:191=112:127", "16:47=123:127"
    States
    {
	  Spawn:
		TNT1 A 0 A_GiveInventory("SKImp", 1)
		TNT1 A 0 A_JumpIfInventory("Fatality_Marine", 1, "FatalityMarine")
		DRKF A 0 A_CheckSight("Spawn2")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 0, 40,0)
		DRKF A 10 A_Look
		
    Spawn2:
		DRKF A 10 A_Look
		TNT1 A 0 A_JumpIfInventory("LookingForPlayer", 1, "LookingForPlayer")
		Goto Spawn
		
		
	Idle:
	LookingForPlayer:
	    TNT1 A 0 A_GiveInventory("SKImp", 1)
	    TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 0, 40,0)
		DRKF B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 0, 40,0)
		DRKF B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 0, 40,0)
		DRKF B 10 A_Look
		TNT1 A 0 A_SetAngle(angle - 40)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 0, 40,0)
		DRKF B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 0, 40,0)
		DRKF B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 0, 40,0)
		DRKF B 10 A_Look
		TNT1 A 0 A_SetAngle(angle + 40)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 0, 40,0)
		DRKF B 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 0, 40,0)
		DRKF B 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10b", 0, 40,0)
		DRKF B 10 A_Look
		
		DRKF A 0 A_Wander
		TNT1 A 0 A_PlaySound("flesh/step",4)
		DRKF AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 40,0)
		
		DRKF B 0 A_Wander
		DRKF BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 40,0)
		
		DRKF C 0 A_Wander
		TNT1 A 0 A_PlaySound("flesh/step",4)
		DRKF CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 40,0)
		
		DRKF D 0 A_Wander
		DRKF DD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 40,0)
		
		TNT1 A 0 A_jump(128, "LookingForPlayer")
		
		DRKF A 0 A_Wander
		TNT1 A 0 A_PlaySound("flesh/step",4)
		DRKF AA 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 40,0)
		
		DRKF B 0 A_Wander
		DRKF BB 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 40,0)
		
		DRKF C 0 A_Wander
		TNT1 A 0 A_PlaySound("flesh/step",4)
		DRKF CC 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 40,0)
		
		DRKF D 0 A_Wander
		DRKF DD 2 A_Look
		TNT1 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 40,0)
		
		Goto LookingForPlayer
		
	ForgetTarget:
	TNT1 A 0 A_ClearTarget
	TNT1 A 0 A_TakeInventory("EnemyMemory", 25)
	TNT1 A 0 A_GiveInventory("LookingForPlayer", 1)
	Goto Spawn
	
	See:
	TNT1 A 0
	//TNT1 A 0 A_JumpIf(MomZ < 0, "FallingAfterImpact")// funny thing I tried, better not implement
	TNT1 A 0 A_TakeInventory("EnemyMemory", 15)
	TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
	TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
	DRKF E 6 A_faceTarget
	TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
	TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
	DRKF E 6
	TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
	TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
	Goto SeeContinue
	
	SeeContinue:
        TNT1 A 0 A_JumpIfInventory("Fatality_Marine", 1, "FatalityMarine")
		//TNT1 A 0 A_JumpIf(MomZ < 0, "FallingAfterImpact")// funny thing I tried, better not implement
		
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 10, 0, 0)
        //TNT1 A 0 A_JumpIf(waterlevel == 2, "Swim")
		//TNT1 A 0 A_JumpIf(waterlevel == 3, "Swim")
		TNT1 A 0 A_JumpIfInventory("EnemyMemory", 25, "ForgetTarget")
		TNT1 A 0 A_GiveInventory("EnemyMemory", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
		DRKF AAA 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
		DRKF BBB 2 A_Chase
		TNT1 A 0 A_PlaySound("flesh/step",4)
        TNT1 A 0 A_TakeInventory("SKImp", 1)
		
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
		DRKF CCC 2 A_Chase
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
		DRKF DDD 2 A_Chase
		TNT1 A 0 A_PlaySound("flesh/step",4)
		Loop
		
	Melee:
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
        DRKF E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
		DRKF F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
        DRKF G 6 A_CustomMissile("ImpAttack",29,0,0,0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
		TNT1 A 0 A_JumpIfInventory("Fatality_Marine", 1, "FatalityMarine")
		Goto SeeContinue
		
    Melee2:
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
        DRKF E 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
		DRKF F 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
        DRKF G 4 A_CustomMissile("ImpAttack",29,0,0,0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
		TNT1 A 0 A_JumpIfInventory("Fatality_Marine", 1, "FatalityMarine")
		Goto SeeContinue
		
    Missile:
		TNT1 A 0 A_JumpIfInventory("Fatality_Marine", 1, "FatalityMarine")
        DRKF E 0 A_Jump (128, "Attack2")
    Attack1:
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
        DRKF E 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
        DRKF F 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
        DRKF G 6 A_CustomMissile ("NetherLightning", 29, 0)
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
        Goto SeeContinue
    Attack2:
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
        DRKF I 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
        DRKF J 6 A_FaceTarget
		TNT1 A 0 A_SpawnItem("HeadshotTarget6b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
        DRKF K 6 A_CustomMissile ("InfernoBall", 29, 0)
        Goto SeeContinue
    Pain:
		TNT1 A 0 A_JumpIfInventory("Fatality_Marine", 1, "FatalityMarine")
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
        DRKF H 2
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
        DRKF H 2 A_Pain
		TNT1 A 0 A_SpawnItem("HeadshotTarget4b", 0, 40,0)
		TNT1 A 0 A_SpawnItem("LegTarget4b", 20, 0,0)
        Goto SeeContinue
		
	Possession:
		TNT1 A 0 A_SetInvulnerable
		DRKF H 3
		DRKF H 3 A_Pain
		"####" "#" 35 ACS_NamedExecuteAlways("Pos - Flicker effect")
		TNT1 A 0 A_UnSetInvulnerable
		Goto See
		
	Pain.Kick:
	Pain.ExtremePunches:
    Pain.SuperKick:
         TNT1 A 0
         D2S1 A 1 A_Pain
         TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,16,0,1)
		D2S1 A 1 A_facetarget
        D2S1 A 6 ThrustThing(angle*256/360+128, 5, 0, 0)
         D2S1 B 8
		Goto FallingAfterImpact

		FallingAfterImpact:
		D2S1 B 1 A_GiveInventory ("FallingHeight", 1)
		D2S1 B 1 A_CheckFloor ("GetUp")
		TNT1 A 0 A_JumpIf (momz == 0, "GetUp")
		Loop

		GetUp:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("SmallUnderwaterExplosion")
		//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")
		D2S1 CCC 5 A_JumpIf(momz < 0, "FallingAfterImpact")
		TNT1 A 0 A_TakeInventory("FallingHeight", 100)
         TNT1 A 0 A_TakeInventory("IsDown", 1)
		D2S1 DE 7
         Goto SeeContinue
		 
		 Death.Fire:
		TNT1 A 0 A_Jump(32, "Fire2")//Doesn't run around
		TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("BurningDarkImpRunningGreen", 0, 10)
        Stop
	
	Fire2:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("BurningDarkImpGreen")
        Stop
		 
	Death.Desintegrate:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHumanGreen")
      Stop
	  	 
	Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 AAAA 0 A_CustomMissile ("Green_Blood", 30, 0, random (0, 360), 2, random (0, 160))


	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpLeg", 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 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))

		EXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("GreenFlameTrails", 50, 0, random (0, 360), 2, random (0, 360))
		XBRN AAAA 2 BRIGHT A_SpawnItem("GreenFlare",0,43)
        Stop
		
	Death.Ice:
	Death.Freeze:
	Death.Frost:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		Stop


	FallingDeath:
	TNT1 A 0
	TNT1 A 0 A_Scream
	TNT1 A 0 A_NoBLocking
	TNT1 AAAA 0 A_CustomMissile ("XDeath1Green", 32, 0, random (0, 360), 2, random (50, 130))
	TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
	TNT1 A 0 A_SpawnItem ("DeadDarkImpGreen")
	Stop

	FallingSuperDeath:
	TNT1 A 0
	TNT1 A 0 A_XScream
	TNT1 A 0 A_NoBLocking
	TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
	Goto Death.ExplosiveImpact+1

	Death.Plasma: 
	Death.Plasma2:
	Death.SuperPlasma:
		PBR1 B 1 A_Scream
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes1", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes2", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
		PBR1 B 4 A_NoBlocking
		PBR1 CDEFGH 6 A_CustomMissile ("Green_Blood", 10, 0, random (0, 360), 2, random (0, 160))
		PBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
		PBR1 H -1
		Stop
	
	OtherPlasmaDeath:
		IMPP A 6 A_Scream
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes1", 33, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAA 0 A_CustomMissile ("BluePlasmaFire", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes2", 31, 0, random (0, 360), 2, random (0, 180))
		IMPP B 6 A_NoBlocking
		TNT1 AAAAAAA 0 A_CustomMissile ("SmallGreenBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAAA 0 A_CustomMissile ("Brains1", 48, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallGreenBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAA 0 A_CustomMissile ("Brains7", 52, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallGreenBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAAAAAAAAA 0 A_CustomMissile ("Green_Blood", 50, 0, random (0, 360), 2, random (0, 160))
		IMPP CDE 6
		IMPP FFFFFFFFFFFFFFFFFFFFFFFFFFFFF 8 A_CustomMissile ("PlasmaSmoke", 10, 0, random (0, 360), 2, random (0, 160))
		IMPP F -1
		stop

	Death:
        TNT1 A 0
        TNT1 A 0 A_JumpIfInventory("IsJumping", 1, "DeathJump")
        TNT1 A 0 A_Jump(62, "Death.Arm")
        TNT1 A 0 A_Jump(54,"DeathNoGuts")
		TNT1 A 0 A_Jump(62,"Death20alt")
		DRKF L 7
        DRKF M 6 A_Scream
        DRKF N 5 A_CustomMissile ("XDeath1Green", 30, 0, random (0, 360), 2, random (0, 160))
        DRKF O 5 A_Fall
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        DRKF P -1
		Stop
		
	FatalityMarine:
       TNT1 A 0 A_SetInvulnerable
       F1D1 BCDE 4
       TNT1 A 0 A_SpawnItemEx("FootStep5", 0, 0, 40, 0, 0)
       F1D1 E 6
	   TNT1 A 0 A_PlaySound("dimp/active",2)
       F1D1 F 6
	   
	   TNT1 A 0 A_PlaySound("DSFDTHE", 3)
	   F1D1 G 6
		 TNT1 AAAA 0 A_CustomMissile ("XDeath1", 1, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath4", 1, 0, random (0, 360), 2, random (0, 160))
         TNT1 AAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 25, 0, random (0, 360), 2, random (0, 160))
		  TNT1 A 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
       F1D1 H 12
	   TNT1 A 0 A_PlaySound("EYEPULL", 4)
	   TNT1 AAAAA 0 A_CustomMissile ("PlayerFlyingBlood", 25, 0, random (0, 360), 2, random (0, 160))
	   TNT1 AAAA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
	   F1D1 I 8 
	   
	   F1D1 J 6 A_PlaySound("monster/ovlbit",8)
	   TNT1 A 0 A_CustomMissile ("XDeath1", 26, 0, random (0, 360), 2, random (0, 160))
	   F1D1 KL 6
	   TNT1 A 0 A_PlaySound("monster/ovlbit",7)
	   TNT1 A 0 A_CustomMissile ("XDeath1", 26, 0, random (0, 360), 2, random (0, 160))
	   F1D1 LLLLJJJJLLLLJJJJ 2 A_CustomMissile ("Brutal_LiquidBlood3", 35, 0, random (0, 360), 2, random (0, 40))
	   TNT1 A 0 A_PlaySound("monster/ovlbit",7)
	   TNT1 A 0 A_CustomMissile ("XDeath1", 26, 0, random (0, 360), 2, random (0, 160))
	   F1D1 LLLLJJJJLLLLJJJJ 2 A_CustomMissile ("Brutal_LiquidBlood3", 35, 0, random (0, 360), 2, random (0, 40))
       
        TNT1 A 0 A_TakeInventory("Fatality_Marine",1)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_UnSetInvulnerable
TNT1 A 0 A_SpawnItem ("MarineGotOwnedByImp", 1)
Goto SeeContinue
		
	DeathJump:
         TNT1 A 0 A_Scream
         TNT1 A 0 A_NoBlocking
		 TNT1 A 0 A_Stop
        TNT1 A 0 ThrustThingZ(0,40,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (20)
		
         DRKF LMNOP 6
		 TNT1 A 0 A_SpawnItem ("GreenMediumBloodSpot")
         DRKF P -1
         Stop
		
	Death.cutless:
        TNT1 A 0
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0 A_Jump(16, "Death")
		TNT1 A 0 A_Jump(16, "Death.LegMassacre")
        Goto Death.Massacre

	    Death.Minigun:
	    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 ("BrutalizedDarkImpGreen", 1)
		Stop

		Death.LegMassacre:
		TNT1 A 0 A_CustomMissile ("XDeathDarkImpLegGreen", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("MuchBloodGreen", 50, 0, random (0, 360), 2, random (0, 160))
		D1S4 A 8 A_CustomMissile ("XDeath1Green", 40, 0, random (0, 360), 2, random (0, 160))
		D1S4 B 8 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DarkImpBrutalizedWithNoLegGreen")
		Stop
		
	Death20alt:
        TNT1 A 0
		TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		D1S8 ABCD 6
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
		TNT1 A 0 A_SpawnItemEx ("DarkImpDyingOfBloodLossGreen", 0,0,7,0,0,0,0,SXF_NOCHECKPOSITION,0)
        Stop
		
	Death.Arm:
		TNT1 A 0 A_CustomMissile ("XDeathDarkImpArmGreen", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("MuchBloodGreen", 50, 0, random (0, 360), 2, random (0, 160))
		D1S5 A 8 A_CustomMissile ("XDeath1Green", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("DyingDarkImpNoArmGreen", 2)
		Stop
		
	Death.Leg:
		TNT1 A 0
		
		TNT1 A 0 A_JumpIfInventory("IsJumping", 1, "Death.LegInTheAir")
		TNT1 A 0 A_CustomMissile ("XDeathDarkImpLegGreen", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("MuchBloodGreen", 50, 0, random (0, 360), 2, random (0, 160))
		D1S4 A 9
		D1S4 A 3 A_CustomMissile ("XDeath1Green", 40, 0, random (0, 360), 2, random (0, 160))
		D1S4 B 3 A_Scream
		D1S4 C 3 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DyingDarkImpNoLegGreen", 5)
		Stop
		
	DeathNoGuts:
        TNT1 AAAAA 0
		TNT1 AA 0 A_CustomMissile ("GreenGuts", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("MuchBloodGreen", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1Green", 30, 0, random (0, 360), 2, random (0, 160))
		D1S6 A 8 A_Scream
        D1S6 B 8 A_NoBlocking
        D1S6 C 8 
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DyingDarkImpGreen", 2)
		Stop
		
	Death.Tear:
	Death.Saw:
	Death.Cut:
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
				TNT1 A 0 A_PlaySound("RIP", 7)
		TNT1 A 0 A_CustomMissile ("XDeath4Green", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 AAA 0 A_CustomMissile ("XDeath1Green", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("GreenGuts", 24, 0, random (0, 360), 2, random (0, 160))
		D1S7 A 2 A_CustomMissile ("XDeathHalfDarkImpGreen", 0, 0, random (0, 360), 2, random (0, 160))
		D1S7 AAA 4 A_SpawnItem ("MuchBloodGreen", 0, 30)				
	    D1S7 BCDE 8
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        TNT1 A 1 A_SpawnItem ("DeadDarkImp_HalfGreen", 5)
		Stop
	
	Death.Decaptate:
		TNT1 AA 0 A_CustomMissile ("SuperWallGreenBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAA 0 A_CustomMissile ("MuchBloodGreen", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathDarkImpHeadGreen", 0, 0, random (0, 360), 2, random (0, 160))
		D1S9 A 9 A_NoBlocking
		D1S9 B 9 A_XScream
		TNT1 A 0 A_Jump(32, "Deathchickenhead")
		D1S9 C 8
		D1S9 DE 8 
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        TNT1 A 1 A_SpawnItem ("DeadDarkImp_NoHeadGreen", 5)
		Stop
	
	HeadExploder:
	    TNT1 A 0
		TNT1 A 0 A_Jump(72, "Death.HeadExplode")
		Goto Death.MinorHead
	
	Death.HeadExplode:
		TNT1 A 0 A_XScream
        TNT1 A 0 A_PlaySound("misc/XDeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallGreenBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallGreenBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallGreenBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAA 0 A_CustomMissile ("MuchBloodGreen", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Jump(64, "DeathHead2")
		D1S9 A 9 A_NoBlocking
		D1S9 B 9 A_XScream
		TNT1 A 0 A_Jump(32, "Deathchickenhead")
		D1S9 C 8
		D1S9 DE 8 
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        TNT1 A 1 A_SpawnItem ("DeadDarkImp_NoHeadGreen", 5)
		Stop
		
		
	Death.head:
		TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
		TNT1 A 0 A_ChangeFlag("CEILINGHUGGER", 0)
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfHealthLower(-75, "Death.HeadExplode")
		TNT1 A 0 A_JumpIfInTargetInventory("RandomHeadExploder", 1, "HeadExploder")
	Death.MinorHead:
		TNT1 A 0 A_PlaySound("misc/XDeath4")
		TNT1 AA 0 A_CustomMissile ("Brains1", 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 ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		//TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SmallGreenBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AA 0 A_CustomMissile ("SmallGreenBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SuperWallGreenBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAA 0 A_CustomMissile ("MuchBloodGreen", 50, 0, random (0, 360), 2, random (0, 160))
		
		D1S9 K 9 A_NoBlocking
		D1S9 L 9 A_Scream
		D1S9 M 8
		D1S9 N 8 
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        D1S9 O -1
		Stop
		
	Deathchickenhead:

        TNT1 A 0 A_PlaySound("misc/xdeath2c")
		D1S9 FGHI 5 A_SpawnItem ("Green_Blood", 0, 40)

		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		D1S9 FGHI 5 A_SpawnItem ("Green_Blood", 0, 40)

		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		D1S9 FGHI 5 A_SpawnItem ("Green_Blood", 0, 40)

		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		D1S9 FGHI 5 A_SpawnItem ("Green_Blood", 0, 40)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")

		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		D1S9 FGHI 5 A_SpawnItem ("Green_Blood", 0, 40)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")

        TNT1 A 0 A_PlaySound("misc/xdeath2c")
		D1S9 FGHI 5 A_SpawnItem ("Green_Blood", 0, 40)
		TNT1 A 0 A_PlaySound("misc/xdeath2c")


		D1S9 DE 8 
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        TNT1 A 1 A_SpawnItem ("DeadDarkImp_NoHeadGreen", 5)
		Stop
	
	DeathHead2:
		TNT1 A 0 A_XScream
		DRKD A 9 A_NoBlocking
		DRKD C 8
		DRKD DE 8 
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        TNT1 A 1 A_SpawnItem ("DeadDarkImp_NoHead2Green", 5)
		Stop
		
	Death.ExplosiveImpact:
	Death.ExtremePunches:
	Death.SuperKick:
	Death.LandMine:
		TNT1 A 0
		TNT1 A 0 A_CustomMissile ("XDeath1Green", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2Green", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath2Green", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("XDeath4Green", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)

		TNT1 AAAA 0 A_CustomMissile ("Brains1", 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 ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallGreenBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallGreenBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallGreenBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAA 0 A_CustomMissile ("Green_Blood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathDarkImpArmGreen", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3Green", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathDarkImpLegGreen", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1Green", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ThrustThingZ(0,40,0,1)
	    D3S1 AB 5
	    D3S1 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		D3S1 EEEEEEEEEE 5 A_CheckFloor ("Dead.ExplosiveImpact")
		TNT1 A 0 A_SpawnItem ("ThisDarkImpGotFuckedHardGreen")
		Stop

	Dead.ExplosiveImpact:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("ThisDarkImpGotFuckedHardGreen")
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 AAAA 0 A_SpawnItem ("Green_Blood")
		Stop
		
	DeathSSG2:
	    IZD1 E 1 A_Pain
		IZD1 E 1 A_FaceTarget
			TNT1 AA 0 A_CustomMissile ("XDeath1Green", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2Green", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3Green", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("GreenGuts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Green_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Green_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Green_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("GreenGuts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallGreenBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallGreenBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathDarkImpArmGreen", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathDarkImpArm2Green", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathDarkImpHeadGreen", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("Brains1", 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 ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		//TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Teeth", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SmallGreenBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AA 0 A_CustomMissile ("SmallGreenBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		D2S2 EEFFGH 6
		D2S2 H -1
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        Stop
		
	Death.SSG:
	Death.SuperPunch:
		TNT1 A 0 A_Jump(165, "DeathSSG2")
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("RIP", 7)
		
        TNT1 AAA 0 A_CustomMissile ("XDeath1Green", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("GreenGuts", 24, 0, random (0, 360), 2, random (0, 160))
		D1S7 A 2 A_CustomMissile ("XDeathHalfDarkImpGreen", 0, 0, random (0, 360), 2, random (0, 160))
		D1S7 AAA 4 A_SpawnItem ("MuchBloodGreen", 0, 30)					
	    D1S7 BCDE 8
		TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
        TNT1 A 1 A_SpawnItem ("DeadDarkImp_HalfGreen", 5)
		Stop
		
	Death.Blast:
	Death.Railgun:
	Death.Eat:
	    TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Jump(12, "Death.Arm")
		TNT1 A 0 A_NoBlocking
		//TNT1 A 0 A_Jump(128, "Death.Blast2")
		TNT1 A 0 A_XScream
		TNT1 AAA 0 A_CustomMissile ("GreenGuts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1Green", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathDarkImpHeadGreen", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath3Green", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Green_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Green_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Green_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallGreenBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("GreenBloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		D3S3 A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		D3S3 BBBBBBBBBB 3 A_CustomMissile ("Green_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		D3S3 CCC 3 A_CustomMissile ("Green_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		D3S3 DD 3 A_CustomMissile ("Green_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		D3S3 E -1
	    Stop
	
	Death.Shotgun:
	Death.Shotgunontheface:	
		TNT1 A 0 A_JumpIfCloser(120, "Death.Blast")
		TNT1 A 0 A_Jump(128, "DeathJump")
	    TNT1 A 0 A_Stop
		TNT1 A 0 A_NoBlocking
		//TNT1 A 0 A_Jump(92, "DeathJump")
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_Jump(32, "Death.ARm")
		TNT1 A 0 A_Jump(20,"DeathNoGuts")
		TNT1 A 0 A_Jump(42, "Death.Arm")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_Pain
		DRKF H 1 A_FaceTarget
		TNT1 A 0 A_Recoil(13)
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_CustomMissile ("MuchBlood2Green", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1Green", 35, 0, random (0, 360), 2, random (0, 160))
        D3S2 ABCDE 4
		D3S2 FGHIJK 4 A_JumpIf((MomY == 0), "DSFStop")
		Goto DSFStop+1
		
	DSFStop:
	TNT1 A 0 A_SpawnItem("Ploft3")
	TNT1 A 0 A_SpawnItem ("GreenMediumBloodSpot")
	TNT1 A 0 A_CustomMissile ("SuperWallGreenBlood", 2, 0, random (170, 190), 2, random (0, 0))
		D3S2 K -1
		Stop
		
	DeathJump:
         TNT1 A 0 A_Scream
         TNT1 A 0 A_NoBlocking
		 TNT1 A 0 A_Stop
		 TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0)
        TNT1 A 0 ThrustThingZ(0,40,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (10)
         DRKF L 4 A_CustomMissile ("Green_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		 TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
		 DRKF L 4 A_CustomMissile ("Green_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		 TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
		 DRKF M 4 A_CustomMissile ("Green_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		 TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
		 DRKF M 4 A_CustomMissile ("Green_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		 TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
		 DRKF N 4 A_CustomMissile ("Green_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		 TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
		 DRKF N 4 A_CustomMissile ("Green_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		 TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
		 DRKF O 4 A_CustomMissile ("Green_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		 TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
		 DRKF O 4 A_CustomMissile ("Green_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		 TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
		 TNT1 A 0 A_SpawnItem ("GreenGrowingBloodPool")
         DRKF P -1
         Stop
	 Stop
	TakeASit:
	    TNT1 AAAA 0 A_CustomMissile ("SuperWallGreenBlood", 6, 0, random (170, 190), 2, random (0, 40))
	    DRKI K 5
	    TNT1 A 0 A_SpawnItem("GreenGrowingBloodPool")
		TNT1 A 0 A_SpawnItemEx("DeadDarkImp_SlumpedGreen", 10)
		Stop
		
	
Death.Fatality:
		TNT1 A 0 A_Pain
        TNT1 A 0 //A_NoBlocking
		TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
		Goto Death.ExplosiveImpact
		        TNT1 A 0 A_GiveToTarget("NetherDarkImpFatality1", 1)
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		Stop
		
    XDeath:
	Death.Quadblast:
		TNT1 A 0 A_JumpIfInTargetInventory("SSGSelected", 1, "Death.SSG")
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 AAA 0 A_CustomMissile ("XDeath1Green", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 AAA 0 A_CustomMissile ("XDeath3Green", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4Green", 42, 0, random (170, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4Green", 42, 0, random (170, 190), 2, random (10, 60))
  	    TNT1 A 1 A_CustomMissile ("DarkImpXDeathGreen", 0, 0, random (0, 360), 2, random (0, 160))
		Stop
		 
    Raise:
        DRKF PO 8
        DRKF NML 6
        Goto SeeContinue
    }
}

actor InfernoBall
{
    Radius 8
    Height 6
    Speed 20
    Damage 12
	DamageType Desintegrate
    PROJECTILE
    RENDERSTYLE ADD
    ALPHA 0.67
    SeeSound "imp/attack"
    DeathSound "imp/shotx"
    Decal DoomImpScorch
    States
    {
    Spawn:
		TNT1 A 0 A_SpawnItem("GreenFlareSmall",0,0)
        IBAL AAAABBBB 1 Bright A_SpawnItemEx ("InfernoBallTrail", 0, 0, 0, random(0, -4), random(-2, 2), random(-2, 2), 0, 0, 0)
		TNT1 A 0 A_SpawnItem("GreenFlareSmall",0,0)
        Loop
    Death:
        IBAL CDE 4 Bright
        Stop
    }
}

actor InfernoBallTrail
{
    Radius 1
    Height 1
    Speed 0
    Damage 0
	DamageType Flames
    +NOGRAVITY
    Scale 0.2
    States
    {
    Spawn:
        ITRL ABCDEFGHIJKLMN 1 Bright A_SpawnItemEx("SmallGreenFlameTrails", 28, 0, 0, 0, 0, 0, 0, 128)
        stop
    }
}

actor NetherLightning
{
    Radius 8
    Height 6
    Speed 24
    Damage 4
	DamageType Plasma
    PROJECTILE
    +RIPPER
    RENDERSTYLE ADD
    ALPHA 0.75
    Scale 0.75
    SeeSound "caco/attack"
	DeathSound "caco/shotx"
    Decal DoomImpScorch
    States
    {
    Spawn:
        NLIT AA 1 Bright A_SpawnItemEx ("NetherLightningTrail", 0, 0, 0, 0, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItem("BlueFlare",0,0)
        NLIT A 0 Bright A_SpawnItemEx ("NetherLightningSpark", 0, 0, 0, random(0, -4), random(-2, 2), random(-2, 2), 0, 0, 0)
        NLIT AA 1 Bright A_SpawnItemEx ("NetherLightningTrail", 0, 0, 0, 0, 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItem("BlueFlare",0,0)
        NLIT A 0 Bright A_SpawnItemEx ("NetherLightningSpark", 0, 0, 0, random(0, -4), random(-2, 2), random(-2, 2), 0, 0, 0)
        loop
    Death:
        NLIT ABCDEFG 1 Bright
        Stop
    }
}

actor NetherLightningTrail
{
    Radius 8
    Height 6
    Speed 1
    Damage 0
	DamageType Plasma
    PROJECTILE
    +RIPPER
    RENDERSTYLE ADD
    ALPHA 0.75
    Scale 0.75
    States
    {
    Spawn:
        NLIT A 1 A_FadeOut (0.025)
        NLIT A 0 A_Jump (32, "Spark")
        loop
    Spark:
        NLIT A 0 A_SpawnItemEx ("NetherLightningSpark", 0, 0, 0, random(0, -4), random(-2, 2), random(-2, 2), 0, 0, 0)
        goto Spawn
    }
}

actor NetherLightningSpark
{
    Radius 1
    Height 1
    Speed 0
    Damage 0
	DamageType Plasma
    +NOGRAVITY
    Scale 0.3
    States
    {
    Spawn:
        NLIT BCDEFG 1 Bright
        stop
    }
}