ACTOR PlasmaZombie: RifleZombie
{
  //$Title "Plasma Zombieman"
  //$Category XV117Monsters
	Health 50
	Radius 20//36SpriteW(110%=40)
	Height 56//55SpriteH(110%=61)
	Scale 1.1
	Mass 125
	Speed 4
	Painchance 180
	MaxStepHeight 24
    MaxDropOffHeight 32
	DropItem "PlasmagunSpawner"
    Tag "Plasma Zombie"
	+FLOORCLIP
	+AVOIDMELEE
	+MISSILEMORE
	-DOHARMSPECIES
	States
	{
	
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("SKPlasmaZombie", 1)
		TNT1 A 0 A_TakeInventory("PlasmaZombieAmmo", 16)
		TNT1 A 0 A_GiveInventory("PlasmaZombieAmmo", random(0,4))
		Goto Stand
		
	STAND:
		TNT1 A 0
		TNT1 A 0 A_CheckSight("Stand2")
        TNT1 A 0 A_SpawnItem ("HeadshotTarget200", 0, 43,0)
		ZMAY BBBBBBBBBB 10 A_Look
		ZMAY BBBBBBBBBB 10 A_Look
		Loop
		
	Stand2:
		ZMAY B 14 A_Look
		Goto Stand
		
	SearchForPlayer:
	Idle:
	    TNT1 A 0 A_ClearTarget
	    TNT1 A 0 A_TakeInventory("EnemyMemory", 30)
		TNT1 A 0 A_GiveInventory("SKPlasmaZombie", 1)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		ZMAY A 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		ZMAY A 10 A_Look
		
		ZMAY A 4 A_Look
		TNT1 A 0 A_PlaySound("humans/step",3)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		ZMAY B 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		ZMAY C 4 A_Look
		TNT1 A 0 A_PlaySound("humans/step",3)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		ZMAY D 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		
		TNT1 A 0 A_Jump(128, "Idle")
		ZMAY A 4 A_Look
		TNT1 A 0 A_PlaySound("humans/step",3)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		ZMAY B 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		ZMAY C 4 A_Look
		TNT1 A 0 A_PlaySound("humans/step",3)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		ZMAY D 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		Loop
		
		
	FallBack:
	TNT1 A 0 A_CheckSight("Advance")
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	ZMAY D 2 A_FaceTarget
	ZMAY D 2 A_Recoil(2)
	TNT1 A 0 A_jump(64, "Missile")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	TNT1 A 0 A_PlaySound("humans/step",3)
	ZMAY C 2 A_FaceTarget
	ZMAY C 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	ZMAY B 2 A_FaceTarget
	ZMAY B 2 A_Recoil(2)
	TNT1 A 0 A_PlaySound("humans/step",3)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	ZMAY A 2 A_FaceTarget
	ZMAY A 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	TNT1 A 0 A_PlaySound("humans/step",3)
	ZMAY D 2 A_FaceTarget
	ZMAY D 2 A_Recoil(2)
	TNT1 A 0 A_jump(64, "Missile")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	ZMAY C 2 A_FaceTarget
	ZMAY C 2 A_Recoil(2)
	TNT1 A 0 A_PlaySound("humans/step",3)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	ZMAY B 2 A_FaceTarget
	ZMAY B 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	ZMAY A 2 A_FaceTarget
	ZMAY A 2 A_Recoil(2)
	TNT1 A 0 A_PlaySound("humans/step",3)
	GOto Missile
	
	See:
	TNT1 A 0 A_JumpIfHealthLower(1, "Death")
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	TNT1 A 0 A_TakeInventory("SKPlasmaZombie", 1)
	TNT1 A 0 A_TakeInventory("EnemyMemory", 15)
	TNT1 A 0 A_CheckSight("SeeNeverSeen")
	Goto SeeContinue
	
	SeeContinue:
	TNT1 A 0 A_JumpIfHealthLower(1, "Death")
		TNT1 A 0 A_ChangeFlag("SOLID", 1)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 1)
		TNT1 A 0 A_ChangeFlag("GHOST", 0)
		TNT1 A 0 A_ChangeFlag("INVULNERABLE", 0)
		TNT1 A 0 A_JumpIfCloser(148, "FallBack")
		Advance:
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 10, 0, 0)
		TNT1 A 0 A_JumpIfInventory("EnemyMemory", 15, "SearchForPlayer")
		TNT1 A 0 A_GiveInventory("EnemyMemory", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		
		ZMAY AA 2 A_Chase
		TNT1 A 0 A_TakeInventory("SKPlasmaZombie", 1)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		ZMAY BB 2 A_Chase
		TNT1 A 0 A_PlaySound("humans/step",3)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		ZMAY CC 2 A_Chase
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		ZMAY DD 2 A_Chase
		TNT1 A 0 A_PlaySound("humans/step",3)
		Loop
		
	SeeNeverSeen:
		TNT1 A 0 A_JumpIfCloser(148, "FallBack")
		Advance:
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 10, 0, 0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		ZMAY AA 2 A_Chase
		TNT1 A 0 A_TakeInventory("SKPlasmaZombie", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		ZMAY BB 2 A_Chase
		TNT1 A 0 A_PlaySound("humans/step",3)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		ZMAY CC 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		ZMAY DD 2 A_Chase
		TNT1 A 0 A_PlaySound("humans/step",3)
		Loop	
		
	Missile:
		ZMAY E 6 BRIGHT A_CustomMissile("ZombiePlasma", 36, 11, random(-2, 2), 1, random(-3, 3))
		TNT1 A 0 A_CustomMissile("SmokeSpawner", 36, 11, random(-2,2), 0)
		TNT1 A 0 A_PlaySound("PLSM9",3)
		TNT1 A 0 A_CustomMissile("BlueFlareSpawn", 36, 11, random(-2,2), 0)
		ZMAY F 3 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		TNT1 A 0 A_GiveInventory("PlasmaZombieAmmo", 1)
        TNT1 A 0 A_JumpIfInventory("PlasmaZombieAmmo", 16, "Reload")
		TNT1 A 0 A_CheckSight("SeeContinue")
        Loop 
		
	Reload:
		TNT1 A 0 A_TakeInventory("PlasmaZombieAmmo", 16)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		TNT1 A 0 A_PlaySound("BEP")
        ZMAY E 2
		ZMAY E 1 
		TNT1 A 0 A_PlaySound("BEP")
		ZMAY E 1 A_CustomMissile("PlasmaCaseSpawn", 38, 0, random(-11, 11), 0)
        TNT1 A 0 A_PlaySound("PLREADY")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        ZMAY W 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        ZMAY W 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        ZMAY X 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        ZMAY Y 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        ZMAY ZW 5
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 43,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        ZMAY A 10
        Goto SeeContinue

   Pain.Avoid:
	    TNT1 A 0
	    TNT1 A 0 A_Jump(255, "AvoidLeft", "AvoidRight")
        Goto AvoidGeneral
	  
	AvoidLeft:
	    ZMAY D 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)
        YRO2 ABCDEFGH 2 A_FaceTarget
        Goto Missile
	AvoidRight:
	    ZMAY D 1 A_FaceTarget
	    TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)
        YRO1 ABCDEFGH 2 A_FaceTarget
        Goto Missile	
	AvoidGeneral:
		ZMAY AABBCC 3 A_FastChase
        Goto Missile
	
	Pain.Kick:
	Pain.SuperKick:
	Pain.ExtremePunches:
         TNT1 A 0
         ID19 Z 1 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 TNT1 A 0 A_TakeInventory("SKPlasmaZombie", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
         TNT1 A 0 ThrustThingZ(0,20,0,1)
		 ID19 Z 1 A_facetarget
         ID19 Z 6 ThrustThing(angle*256/360+128, 5, 0, 0)
		 Goto FallingAfterImpact
		 
	Pain.ExplosiveImpact:
	Pain.Explosive:
	     TNT1 A 0
		 TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	     TNT1 A 0 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 TNT1 A 0 A_TakeInventory("SKPlasmaZombie", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
         TNT1 A 0 ThrustThingZ(0,30,0,1)
         ID19 ZZZZ 6
		 Goto FallingAfterImpact

	FallingAfterImpact:
		ID19 B 1 A_GiveInventory ("FallingHeight", 1)
		ID19 B 1 A_CheckFloor("GetUp")
		TNT1 A 0 A_JumpIf (momz == 0, "GetUp")
		Loop

	GetUp:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 5, "FallingDie")
		TNT1 A 0 A_TakeInventory("FallingHeight", 100)
		ID19 BBBBBBB 5 A_JumpIf(momz < 0, "FallingAfterImpact")
        TNT1 A 0 A_TakeInventory("IsDown", 1)
        Goto See
		
	FallingDie:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_SpawnItem("SplatteredSmall")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 15, "Death.Stomp")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 10, "FallingSuperDeath")
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 5, "FallingDeath")
	FallingDeath:
		TNT1 A 0
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBLocking
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (50, 130))
		ID19 AA 2
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadZombieman1")
		Stop
		
	FallingDeath:
		TNT1 A 0
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBLocking
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (50, 130))
		ID19 AA 2
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ID19 A -1
		Stop

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

    Pain.KillMe:
    Pain.Taunt:
        TNT1 A 0
        Goto Missile
		
	
	Death.Fatality:
		Death.Fatality:
		TNT1 A 0 A_Jump(256, "Fatality1", "Fatality2")
		stop
		
		Fatality1:
			TNT1 A 0 A_GiveToTarget("GoFatality", 1)
			TNT1 A 0 A_GiveToTarget("PlasmaZombieFatality",1)
			stop
		
		Fatality2:
			TNT1 A 0 A_GiveToTarget("GoFatality", 1)
			TNT1 A 0 A_GiveToTarget("PlasmaZombieFatality2",1)
			stop
	
    Death.KillMe:
    Death.Taunt:
    Death.Avoid:
	    TNT1 A 0
	    TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("PlasmaZombie")
		TNT1 A 0
        Stop
		
	Death.Rare:
	    TNT1 A 0
		TNT1 A 0 A_FaceTarget
		13DG A 5 A_Scream
		TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood2", 28, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_PlaySound("PLSM9")
		TNT1 A 0 A_CustomMissile ("ZombiePlasma", 24, 5, -20, 2, -20)
		13DG B 5 BRIGHT
		13DG CD 5
		TNT1 A 0 A_PlaySound("PLSM9")
		TNT1 A 0 A_CustomMissile ("ZombiePlasma", 24, -5, 20, 2, 30)
		13DG E 5 BRIGHT
		TNT1 A 0 A_NoBlocking
		13DG FGHI 5
		TNT1 A 0 A_PlaySound("BODYF",6)
		13DG I -1
		Stop
		
		
		DeathMirror:
		TNT1 A 0 A_Jump(64, "Death.Rare")
	    ZMAY H 6 A_Scream
		ZMAY J 6 A_NoBlocking
		ZMAY K 6
		ZMAY l 6
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZMAY l -1
		Stop
		
		Death:
		TNT1 A 0 A_Jump(128, "Death1", "Death2")
		TNT1 A 0 A_Jump(96, "Death.Arm")
		TNT1 A 0 A_Jump(64, "Death.Rare")
		//Death.Melee:
	    ZMAY H 6 A_Scream
		ZMAY J 6 A_NoBlocking
		ZMAY K 6
		ZMAY L 6
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadPlasmaZombie1")
	    Stop
		
	Death1:
	    ZMS1 A 8 A_NoBlocking
	    ZMS1 B 5
		ZMS1 C 5 A_Scream
		ZMS1 D 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadPlasmaZombie2")
		Stop
		
	Death2:
	    ZMS2 A 8 A_NoBlocking
	    ZMS2 B 5
		ZMS2 C 5 A_Scream
		ZMS2 D 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadPlasmaZombie3")
		Stop
		
		
		
	Death.Kick:	
	Death.ExtremePunches:
	Death.Melee:
	    ZMS5 A 1 // A_Chase("", "")
		ZMS5 A 1 A_Pain
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(6)
		TNT1 A 0 ThrustThingZ(0,25,0,1)
  	    ZMS5 B 0 A_Scream
		ZMS5 C 0 A_NoBlocking
		ZMS5 BCDEF 6
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadPlasmaZombieZMS5F")
		Stop
		
	Death.Blast:
	Death.Railgun:
	    TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Jump(128, "Death.Blast2")
		TNT1 A 0 A_Scream
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		Z3Z7 A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		Z3Z7 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		Z3Z7 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		Z3Z7 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadPlasmaZombieZ3Z7E")
	    Stop
		
	Death.Blast2:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 42, 0, random (0, 360), 2, random (0, 40))
	    TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("Xdeath2", 16, 0, random (130, 210), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		Z3Z8 A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		Z3Z8 BBBBBBBBBBBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		Z3Z8 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		Z3Z8 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadPlasmaZombieZ3Z8E")
	    Stop
		
	Death.Shotgun:
		TNT1 A 0 A_JumpIfCloser(140, "Death.Blast")
		TNT1 A 0 A_JumpIfCloser(300, "Death.Shotgunontheface")
		TNT1 A 0 A_Jump(96, "Death.Arm")
		Goto Death
		
	Death.Shotgunontheface:	
	    TNT1 A 0
		TNT1 A 0 A_Jump(160, "DeathShotgunFly")
		TNT1 A 0 A_Jump(34, "Death.Arm")
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_Pain
		ZMAY H 1 A_FaceTarget
		TNT1 A 0 A_Recoil(13)
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 A_JumpIf(momy == 0, "DeathShotgunFly")
		TNT1 A 0 A_Scream
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 35, 0, random (0, 360), 2, random (0, 160))
        ZM4Y ABCD 4
		ZM4Y EFGHIJ 4 A_JumpIf((MomY == 0), "DSFStop")
		Goto DSFStop+1
		
	DSFStop:
		TNT1 A 0 A_SpawnItem("Ploft3")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem("DeadPlasmaZombieZM4YJ")
		Stop
		
	DeathShotgunFly:
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (6)
        ZMS5 A 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
		ZMS5 A 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
		ZMS5 B 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
		ZMS5 C 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		ZMS5 D 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		ZMS5 E 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadPlasmaZombieZMS5F")
        Stop
	TakeASit:
	    TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 6, 0, random (170, 190), 2, random (0, 40))
	    POS4 U 5
	    TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItemEx("DeadPlasmaZombieman_Slumped", 10)
		Stop
		
		Death.Arm:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathArm2", 35, 0, random (0, 360), 2, random (0, 160))
        ZM5Y B 9 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DyingPlasmaZombie", 2)
        Stop
		
		
	HeadExploder:
		TNT1 A 0 A_Jump(72, "Death.HeadExplode")
		Goto death.MinorHead

	Death.Head:
	    TNT1 A 0 A_JumpIfInTargetInventory("HasPlasmaWeapon", 1, "Death.Plasma")
		TNT1 A 0 A_JumpIfInTargetInventory("HasCutingWeapon", 1, "Death.Decaptate")
		TNT1 A 0 A_JumpIfHealthLower(-200, "HeavyHead")
		TNT1 A 0 A_JumpIfHealthLower(-70, "Death.HeadExplode")
		TNT1 A 0 A_JumpIfInTargetInventory("RandomHeadExploder", 1, "HeadExploder")
	death.MinorHead:
		TNT1 A 0
		TNT1 A 0 A_Playsound("MinorHeadshot", 0)
		TNT1 A 0 A_Jump(96, "death.MinorHead3")
		TNT1 A 0 A_Jump(64, "death.MinorHead2")
		TNT1 A 0
	    TNT1 A 0 A_Pain
		TNT1 A 0 A_FaceTarget
		TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		
		ZMS3 A 6 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		ZMS3 BC 8
		
		TNT1 A 0 A_Scream
		ZMS3 D 6 A_NoBlocking
		
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadPlasmaZombieZMS3E")
		Stop
		
		
	DeathMinorHead2:
		MAYH G 8 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_PlaySound("CHOKIN")
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("Teeth", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("TeethNoBounce", 50, 0, random (0, 360), 2, random (0, 160))
		MAYH H 8 A_NoBlocking
		MAYH I 8
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_Scream
		TNT1 A 0 A_SpawnItem ("DeadPlasmaZombieMAYHJ")
		Stop
		
	DeathMinorHead3:
		MAYH A 7 A_Scream
		MAYH B 7 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("Brains2", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 A 0 A_CustomMissile ("Brains4", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("Teeth", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		MAYH C 7 A_NoBlocking
		MAYH D 7
		MAYH E 7
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadPlasmaZombieMAYHF")
		Stop
		
	Death.decaptate:
        TNT1 A 0
        TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		PMAH AAAAA 2 A_CustomMissile ("Brutal_LiquidBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		PMAH B 9 A_XScream
		PMAH C 9 A_NoBlocking
		PMAH DE 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadPlasmaZombiePMAHF")
		Stop
		
	Death.HeadExplode:
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 40)
  	    ZMS8 B 0 A_XScream
		
		ZMS8 C 0 A_NoBlocking
		ZMS8 AAAAABBBBBBBBBBCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZMS8 DDDDEEEEEEEEEEEEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (10, 40))
        TNT1 A 0 A_SpawnItem ("DeadPlasmaZombieZMS8E")
		Stop
		
	  HeavyHead:	
	    TNT1 A 0 //A_ClearTarget
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 40)
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		ZMS6 A 1 // A_Chase("", "")
		ZMS6 A 1 A_Pain
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(10)
		TNT1 A 0 ThrustThingZ(0,35,0,1)
		TNT1 A 0 A_SpawnItem("ZombiemanHeadExplode", 0, 40)
  	    ZMS6 B 0 A_XScream
		
		ZMS6 C 0 A_NoBlocking
		ZMS6 BCDEF 6
		TNT1 A 0 A_PlaySound("BODYF",6)
		ZMS6 FFFFFFFFFFFFFFFFFFFF 4 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_SpawnItem ("DeadPlasmaZombieZMS6F")
		Stop
		
	Death.Leg:
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Scream
		TNT1 A 0 A_SpawnItemEx ("PlasmaZombiemanGotHisLegBlowed",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        Stop
		
		
		Death.SuperPunch:
		Death.SSG:
	    MAYH O 1 A_Pain
		MAYH O  1 A_FaceTarget
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_SpawnItem("Muchblood2", 0, 40)
		
	    TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 35, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        MAYH OOPPQR 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadPlasmaZombieMAYHR")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        Stop
	
		
		Death.cutless:
        TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0 A_Jump(8, "Death.Arm")
		TNT1 A 0 A_Jump(54, "Death.Rare")
		TNT1 A 0 A_Jump(96, "Death.Massacre")
		TNT1 A 0 A_Jump(16, "Death.Tear")
        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 ("BrutalizedPlasmaZombie", 1)
		Stop
		
	XDeath:
  	    TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (0, 290), 2, random (10, 60))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (0, 290), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (0, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (0, 190), 2, random (10, 60))
        TNT1 A 0 A_CustomMissile ("ZombieXDeath", 2, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		Stop

	Death.ExplosiveImpact:
	TNT1 A 0 A_JumpIfInTargetInventory("SSGSelected", 1, "Death.SSG")
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0
		TNT1 A 0
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
	    TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("BloodMistLarge", 40, 0, random (0, 360), 2, random (20, 90))
		TNT1 A 0 ThrustThingZ(0,30,0,1)
	    ZMS9 AB 5
		ZMS9 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		ZMS9 FFFFFFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		TNT1 A 0 A_SpawnItem ("DeadPlasmaZombieZMS9G")
		Stop
		
		Dead.ExplosiveImpact:
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 A 0 A_SpawnItem ("DeadPlasmaZombieZMS9G")
		Stop
		
		
	Death.Saw:
	Death.Tear:
		TNT1 A 0 A_Jump(128, "Saw2")
		Death.Cut:
		Death.HKFT:
        TNT1 AA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
  	    TNT1 O 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("RipPlasmaZombie", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		MAYH OOPPQR 6
		TNT1 A 0 A_SpawnItem ("DeadPlasmaZombieMAYHR")
		Stop
		
	Saw2:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 AAAAAA 0 A_CustomMissile ("Guts", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (0, 360), 2, random (0, 160))
		ZMS7 ABCDE 5
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadPlasmaZombieZMS7F")
		Stop
		
		
	Death.Ice:
	Death.Freeze:
	Death.Frost:
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_SpawnItem("FrozenPlasmaZombie")
		Stop
		
	    
		
       // TNT1 A 0 A_SpawnItem ("DeadZombieManFacingFront")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		Stop
		
		Pain.Head:
		Pain:
			    TNT1 A 0 A_TakeInventory("SKPlasmaZombie", 1)
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 6)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		TNT1 A 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
	    ZMAY G 3
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		ZMAY G 3 A_Pain
		Goto See
        TNT1 AAAA 0
        TNT1 A 0 A_Pain
        ID19 AAAABB 10
         TNT1 A 0 A_TakeInventory("IsDown", 1)
        Goto See
		
		Possession:
		TNT1 A 0 A_SetInvulnerable
		ZMAY G 3
		ZMAY G 3 A_Pain
		"####" "#" 35 ACS_NamedExecuteAlways("Pos - Flicker effect")
		TNT1 A 0 A_UnSetInvulnerable
		Goto See

        Pain.Melee:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SKPlasmaZombie", 1, "StealthKill")
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 6)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
	    ZMAY G 3
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		ZMAY G 3 A_Pain
		Goto See
        TNT1 AAAA 0
        TNT1 A 0 A_Pain
        ID19 AAAABB 10
		TNT1 A 0 A_TakeInventory("SKPlasmaZombie", 1)
         TNT1 A 0 A_TakeInventory("IsDown", 1)
        Goto See
		
		StealthKill:
		TNT1 A 1
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
		TNT1 A 0 A_GiveToTarget("SKPlasmaZombie", 1)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Die("Stealthy")
		TNT1 A 0 A_Fall
		TNT1 A 1
		Stop
		
		
}
}

ACTOR ZombiePlasma: EnemyPlasmaBall
{
Damage (random(7,9))
Speed 20
}


Actor DeadPlasmaZombie_Half: ZombieManTorso
{Mass 300 Health 200 States{Spawn:
	    TNT1 A 0
        PMAH Z -1
        Stop	
      Death:
		 TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
		 Stop
        Death.Saw:
		Death.Saw:
        Death.Cutless:
        Goto Death}}
		
ACTOR RipPlasmaZombie
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFACTOR 0.5
	BounceType "Doom"
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
 TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 40, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("DeadPlasmaZombie_Half", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("Guts2", 32, 0, random (0, 360), 2, random (0, 160))
	Death:
	    TNT1 A 0
        Stop
    }
}

ACTOR DyingPlasmaZombie : SwitchableDecoration
{
	Game Doom
	Radius 16
	Height 28
	Health 60
	PainSound "grunt/pain"
	PainChance 255
	PainChance "Fatality", 256
	DamageFactor "Blood", 0.0 DamageFactor "BlueBlood", 0.0 DamageFactor "GreenBlood", 0.0
    DamageFactor "Avoid", 0.0
	DamageFactor "Leg", 0.0
    DamageFactor "Kick", 6.0
    DamageFactor "SuperKick", 6.0
    DamageFactor "Fatality", 6.0
	Mass 50
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+usespecial
	Activation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
	States
	{

	Death.fire:
	Death.Flames:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DyingZombiemanInFlames")
      Stop

	Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_PlaySound ("BURNZOM")
	ZM5Y B 10
	TNT1 A 0 A_Jump(120, "Death")
	Goto Suffer

	Suffer:
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZM5Y CCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood", 18, 1, random(0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        ZM5Y BBBBBB 2 A_CustomMissile ("Brutal_LiquidBlood", 18, 1, random(0, 360), 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		TNT1 A 0 A_Jump(12, "LastStand")
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 10, "GotoDeath")
		Loop
	GotoDeath:
        TNT1 A 0 A_PlaySound("BLANKSND")
	TNT1 A 0
	Goto Death

	Death.Saw:
	Death.Cutless:
	Death:
	LastStand:
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("BrutalizedPlasmaZombieStop2")
		Stop

    Death.Head:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
	TNT1 A 0 A_PlaySound("headex", 0)
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BrutalizedPlasmaZombieStop4", 1)
		Stop

Death.Shotgun:
        TNT1 A 0 A_PlaySound("BLANKSND")
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BrutalizedPlasmaZombieStop2")
		Stop

		Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("BLANKSND")
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))

	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop

   Xdeath:
   Death.SuperPunch:
	Death.SSG:
        TNT1 A 0 A_PlaySound("BLANKSND")
	TNT1 A 0 A_SpawnItem ("CrueltyBonus10Armor")
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath5", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("xdeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAA 0 A_CustomMissile ("xdeath3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem ("BrutalizedPlasmaZombieStop2")
        Stop	

		//LastStand:
		/*
        TNT1 A 0 A_PlaySound("BLANKSND")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Pain
		TNT1 A 0 A_SpawnItem ("SergeantLastStand2")
		Stop*/

	}
}

Actor FatalizedPlasmaZombie
{States{Spawn:
	    FPMA PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 5 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		FPMA P -1
        Stop }}
		
Actor FatalizedPlasmaZombie2
{States{Spawn:
	    FPMA SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS 5 A_CustomMissile ("PlasmaSmoke", 1, 0, random (0, 360), 2, random (0, 160))
		FPMA S -1
        Stop }}	
		
ACTOR BrutalizedPlasmaZombie : SwitchableDecoration
{
	Game Doom
	Radius 16
	Height 40
	Health 35
	PainSound "grunt/pain"
	PainChance 255
	Mass 0x7FFFFFFF
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+usespecial
	Activation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial
	Scale 1.0
	States
	{

	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Recoil(2)
	TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
    TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	Pain:
    ZM5Y A 35
	Goto DieNow

    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedPlasmaZombieStop")
	Stop

	Death:
	    TNT1 A 0
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(2)
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
	    ZM5Y B 16
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedPlasmaZombie2")
		Stop

	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (170, 190), 2, random (0, 40))
        Stop

	Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))

	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop
}}

actor DeadPlasmaZombie1: CurbstompedMarine
{
    Radius 12
    Height 12
    +SHOOTABLE
    -SOLID
    +MOVEWITHSECTOR
    +CORPSE
	+FLOORCLIP
	-DONTGIB
	-THRUACTORS
	+SLIDESONWALLS
	damagefactor "Crusher", 50.0
    Mass 1000
    damagefactor "Blood", 0.0
    damagefactor "Trample", 0.4
	damagefactor "Kick", 0.2
	damagefactor "Crush", 10.0
	damagefactor "BFGSplash", 100.0
	damagefactor "Shrapnel", 10.0
	DAMAGEFACTOR "Stomp", 10.0
	Painchance 256
	Scale 1.05
    States
    {
    Spawn:
	ZMAY L -1
       Stop
	  
	 Raise:
		TNT1 A 2 A_CustomMissile ("RealFlameTrailsSmall", 6, 0, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_SpawnItem("PentagramSpawner", 0, 60)
		TNT1 A 2 A_CustomMissile ("RealFlameTrailsSmall", 6, 0, random (0, 360), 2, random (70, 110))
		TNT1 A 0 A_SpawnItem("PentagramSpawner", 0, 60)
		TNT1 A 0 A_SpawnItem("TeleportFog")
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("PlasmaZombie")
		Stop
	  
	  
	 Death:
		TNT1 AA 0 A_CustomMissile ("XDeath1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAAA 0 A_CustomMissile ("BloodMist", 15, 0, random (0, 360), 2, random (0, 180))
        TNT1 A 0 A_SpawnItem ("DeadPlasmaZombieZMS9G")
		Stop
		
	   }}
	   
actor DeadPlasmaZombieZM4YJ: DeadPlasmaZombie1
{
    States
    {
    Spawn:
		ZM4Y J -1
		Stop    }}

actor DeadPlasmaZombieZMS6F: DeadPlasmaZombie1
{
    States
    {
    Spawn:
		ZMS6 F -1
		Stop
		
	Death:
	    TNT1 A 0 A_SpawnItem("GibsZ")
		TNT1 AAAA 0 A_CustomMissile ("BloodMist", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
		Stop
		}}
   
actor DeadPlasmaZombieZ3Z8E: DeadPlasmaZombie1
{
    States
    {
    Spawn:
		Z3Z8 E -1
		Stop
		
	Death:
	    TNT1 A 0 A_SpawnItem("GibsZ")
		TNT1 AAAA 0 A_CustomMissile ("BloodMist", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
		Stop
		}}
		
actor DeadPlasmaZombieMAYHR: DeadPlasmaZombie1
{
    States
    {
    Spawn:
		MAYH R -1
		Stop
		
	Death:
	    TNT1 A 0 A_SpawnItem("GibsZ")
		TNT1 AAAA 0 A_CustomMissile ("BloodMist", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
		Stop
		}}


actor DeadPlasmaZombieZ3Z7E: DeadPlasmaZombie1
{
    States
    {
    Spawn:
		Z3Z7 E -1
		Stop
		
	Death:
	    TNT1 A 0 A_SpawnItem("GibsZ")
		TNT1 AAAA 0 A_CustomMissile ("BloodMist", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
		Stop
		}}

actor DeadPlasmaZombieZMS7F: DeadPlasmaZombie1
{
    States
    {
    Spawn:
		ZMS7 F -1
		Stop    }}

actor DeadPlasmaZombieZMS5F: DeadPlasmaZombie1
{
    States
    {
    Spawn:
		ZMS5 F -1
		Stop    }}

actor DeadPlasmaZombieZMS3E: DeadPlasmaZombie1
{
    States
    {
    Spawn:
		ZMS3 E -1
		Stop    }}


actor DeadPlasmaZombieMAYHJ: DeadPlasmaZombie1
{
    States
    {
    Spawn:
		MAYH J -1
		Stop    }}



actor DeadPlasmaZombieMAYHF: DeadPlasmaZombie1
{
    States
    {
    Spawn:
		MAYH F -1
		Stop    }}
		
//PMAH F -1
actor DeadPlasmaZombiePMAHF: DeadPlasmaZombie1
{
    States
    {
    Spawn:
		PMAH F -1
		Stop    }}

actor DeadPlasmaZombieZMS9G: DeadPlasmaZombie1
{
    States
    {
    Spawn:
		ZMS9 G -1
		Stop
		
	Death:
	    TNT1 A 0 A_SpawnItem("GibsZ")
		TNT1 AAAA 0 A_CustomMissile ("BloodMist", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
		Stop
		}}

actor DeadPlasmaZombieZMS8E: DeadPlasmaZombie1
{
    States
    {
    Spawn:
		ZMS8 E -1
		Stop
		
	Death:
	    TNT1 A 0 A_SpawnItem("GibsZ")
		TNT1 AAAA 0 A_CustomMissile ("BloodMist", 15, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 5, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath4", 5, 0, random (0, 360), 2, random (0, 160))
		Stop
		}}


actor DeadPlasmaZombie2: DeadPlasmaZombie1
{
    States
    {
    Spawn:
		ZMS1 D -1
		Stop    }}

actor DeadPlasmaZombie3: DeadPlasmaZombie1
{
    States
    {
    Spawn:
		ZMS2 D -1
		Stop    }}

actor BrutalizedPlasmaZombieStop: CurbstompedMarine
{
    States
    {
    Spawn:
	ZMAY JKL 5 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
	ZMAY L -1
       Stop    }}
	   
ACTOR BrutalizedPlasmaZombie2: BrutalizedPlasmaZombie
{
	States
	{
	Spawn:
		TNT1 A 0 A_PlaySound ("BURNZOM")
	Pain:
		ZM5Y BCBCBCB 5 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
	Goto DieNow

    DieNow:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedPlasmaZombieStop2")
	Stop

	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		ZM5Y D 12
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedPlasmaZombie3")
		Stop
}}

actor BrutalizedPlasmaZombieStop2: CurbstompedMarine
{
    States
    {
    Spawn:
	ZM5Y GH 5 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
	ZM5Y H -1
       Stop    }}
	   
ACTOR BrutalizedPlasmaZombie3: BrutalizedPlasmaZombie
{
	States
	{
	Spawn:
	Pain:
		ZM5Y D 30 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
	Goto DieNow

    DieNow:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedPlasmaZombieStop3")
	Stop

	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		ZM5Y E 12
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedPlasmaZombie4")
		Stop
}}

actor BrutalizedPlasmaZombieStop3: CurbstompedMarine
{
    States
    {
    Spawn:
	ZM5Y IJ 5 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
	ZM5Y J -1
       Stop    }}
	   
ACTOR BrutalizedPlasmaZombie4: BrutalizedPlasmaZombie
{
	States
	{
	Spawn:
	Pain:
		ZM5Y EEEEEE 5 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
	Goto DieNow

    DieNow:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedPlasmaZombieStop4")
	Stop

	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
		ZM5Y F 12
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedPlasmaZombieStop5")
		Stop
}}

actor BrutalizedPlasmaZombieStop4: CurbstompedMarine
{
    States
    {
    Spawn:
	ZM5Y KL 5 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
	ZM5Y L -1
       Stop    }}
	   
actor BrutalizedPlasmaZombieStop5: CurbstompedMarine
{
    States
    {
    Spawn:
	ZM5Y F -1
       Stop    }}
	   
Actor DeadPlasmaZombieman_Slumped: ZombiemanTorso
{
+NOPAIN
Health 200
DamageFactor "Head", 15.0
Height 22
Radius 6
States{Spawn:
		TNT1 A 0
		TNT1 A 0 A_Recoil(6)
		BR88 A 6
		TNT1 A 0 A_JumpIf(momx < 0, "LayDown")
		TNT1 A 0 A_JumpIf(momy < 0, "LayDown")
		TNT1 A 0 A_JumpIf(momx > 0, "LayDown")
		TNT1 A 0 A_JumpIf(momy > 0, "LayDown")
		TNT1 A 0 A_SpawnItemEx("HeadshotTarget20", 0, 0, 22)
		BR88 A 16
        Loop  
	LayDown:
	TNT1 A 0 A_NoBlocking
	ZMS1 D -1
	Stop
	XDeath:
	Death.Explosives:
	Death.ExplosiveImpact:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("ZombieXDeath")
		Stop	
	
	Death.Head:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("ZombiemanHeadExplode", 0, 0, 22)
		TNT1 A 0 A_SpawnItem("DeadPlasmaZombieman_Slumped_NoHead")
		Stop
		
	Death:
	    TNT1 A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_SpawnItemEx("ZombiemanHeadExplode", 0, 0, 22)
		TNT1 A 0 A_SpawnItem("DeadZombiemanJustLegsAreLeft")
		Stop
		}}
		
		
Actor DeadPlasmaZombieman_Slumped_NoHead: ZombiemanTorso
{
+NOPAIN
Height 22
States{Spawn:
		TNT1 A 0
		BR88 B 100
        Loop  
	XDeath:
	Death.Explosives:
	Death.ExplosiveImpact:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("ZombieXDeath")
		Stop	
	Death:
	    TNT1 A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_SpawnItem("DeadZombiemanJustLegsAreLeft")
		Stop	
		}}
		
ACTOR VeryFuckedUpBrutalizedPlasmaZombie: CurbstompedMarine
{Health 200 
DamageFactor "ExplosiveImpact", 10.0
States{Spawn:
	    TNT1 A 0
        ZMS9 G -1
        Stop
	Death.ExplosiveImpact:	
		TNT1 A 0 ThrustThingZ(0,30,0,1)
	    ZMS9 ABCDEF 5
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedPlasmaZombie")
		  Stop}}
		  
Actor ZombieRailgunner : PlasmaZombie
{}  

Actor ZombieRailgunner70 : PlasmaZombie
{}

Actor ZombieRailgunner50 : PlasmaZombie
{}

Actor ZombieRailgunner30 : PlasmaZombie
{}

Actor SpreadFireZombie : PlasmaZombie
{}