ACTOR ChainsawLabguy : Labguy
{
	//$Title "Chainsaw Zombie"
	//$Category XV117Monsters
	Health 54
	Radius 20//40spriteW(98%=39)
	Height 54//55spriteH(98%=54)
	Scale 0.98
	Mass 100
	Speed 12
	PainChance 255
	PainChance "Avoid", 10
	PainChance "Head", 255
	PainChance "Kick", 255
	PainChance "Melee", 255
	PainChance "Taunt", 255
	PainChance "HelperMarineFatality", 255
	damagefactor "Crush", 5.0
	damagefactor "GibRemoving", 0.0
	damagefactor "DontCallTheBaron", 0.0
	PainChance "MonsterKnocked", 255
damagefactor "PussyGrab", 50.0
	damagefactor "HelperMarineFatallity", 3.0
	damagefactor "Avoid", 1.0
	damagefactor "SSG", 50.0
	PainChance "ExplosiveImpact", 255
	damagefactor "TeleportRemover", 0.0
	PainChance "Trample", 255
	damagetype "Saw"
	damagefactor "Kick", 0.4
	damagefactor "Shrapnel", 0.4
	damagefactor "ExplosiveImpact", 0.6
DamageFactor "Head", 2.5
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
	MONSTER 
	+FLOORCLIP 
	-DOHARMSPECIES
	Obituary "%o was sliced by a madman zombie with a chainsaw!" 
	Tag "Chainsaw Zombie"
	SeeSound "grunt/sight" 
	MeleeSound "weapons/sawhit" 
	PainSound "grunt/pain" 
	DeathSound "grunt/death" 
	ActiveSound "grunt/active" 
	AttackSound "weapons/sawhit" 
//	DropItem "ChainsawSpawnerDropped"

	States
	{
	
//	Possession:
//		TNT1 A 0 A_SetInvulnerable
//		5CZA G 3
//		5CZA G 3 A_Pain
//		"####" "#" 35 ACS_NamedExecuteAlways("Pos - Flicker //effect")
//		TNT1 A 0 A_UnSetInvulnerable
//		Goto See
	
//	Death.Shrink:
//		TNT1 A 1 A_PlaySound("Shrink", 3)
//		TNT1 A 0 A_SpawnItemEx ("LabguyShrinkFX1", 0, 0,  5, //0, 0)
//		TNT1 A 1 A_SpawnItemEx ("LabguyShrinkFX2", 0, 0, 5, //0, 0)
//		TNT1 A 1 A_SpawnItemEx ("LabguyShrinkFX3", 0, 0, 5, //0, 0)
//		TNT1 A 1 A_SpawnItemEx ("LabguyShrinkFX4", 0, 0, 5, //0, 0)
//		TNT1 A 1 A_SpawnItemEx ("LabguyShrinkFX5", 0, 0, 5, //0, 0)
//		TNT1 A 1 A_SpawnItemEx ("LabguyShrinkFX6", 0, 0, 5, //0, 0)
//		TNT1 A 1 A_SpawnItemEx ("LabguyShrinkFX7", 0, 0, 5, //0, 0)
//		TNT1 A 1 A_SpawnItemEx ("LilLabguy", 1)
//		stop
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("SKLabGuy", 1)
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
//		TNT1 A 0 A_GiveInventory("TypeZombieMan", 1)
//		TNT1 A 0 A_TakeInventory("ZombiemanAmmo", 20)
//		TNT1 A 0 A_GiveInventory("ZombieManAmmo", random(1,10))
		5CZA B 1 A_PlayWeaponSound("weapons/chainsaw/idle") 
	Goto Stand
	
	Stand:
		//TNT1 A 0 A_SpawnItem ("LegTarget100", 10)
		TNT1 A 0 A_CheckSight("Stand2")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget200", 5, 44,0)
		5CZA ABABABABAB 10 A_Look
		5CZA ABABABAB 10 A_Look
		Loop
		
	Stand2:
		5CZA AB 14 A_Look
		Goto Stand
		
	WalkAround:
		TNT1 A 0 A_TakeInventory("SKLabGuy", 1)

        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 10, 0, 0)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)

		5CZA A 2 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA A 2 A_Wander
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		TNT1 A 0 A_Recoil(-1)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA B 2 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA B 2 A_Wander
	    TNT1 A 0 A_PlaySound("humans/step",3)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA D 2 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA D 2 A_Wander
	    TNT1 A 0 A_PlaySound("humans/step",4)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA C 2 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA C 2 A_Wander

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA D 2 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA D 2 A_Wander
	    TNT1 A 0 A_PlaySound("humans/step",4)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA B 2 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA B 2 A_Wander
	    TNT1 A 0 A_PlaySound("humans/step",4)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		TNT1 A 0 A_Jump(32, "Stand")
		Loop
		
	
	SearchForPlayer:
	Idle:
		TNT1 A 0 A_JumpIfHealthLower(1, "Death")
	    TNT1 A 0 A_ClearTarget
	    TNT1 A 0 A_TakeInventory("EnemyMemory", 30)
		TNT1 A 0 A_GiveInventory("SKLabGuy", 1)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA A 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		5CZA B 10 A_Look
		TNT1 A 0 A_SetAngle(angle - 40)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		5CZA A 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		5CZA C 10 A_Look
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		TNT1 A 0 A_SetAngle(angle + 40)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA A 10 A_Look
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA D 10 A_Look
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		TNT1 A 0 A_SetAngle(angle + 40)
		5CZA A 10 A_Look
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		5CZA A 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		5CZA B 4 A_Look
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		5CZA C 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		5CZA D 4 A_Look
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		
		TNT1 A 0 A_Jump(128, "Idle")
		5CZA A 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		5CZA B 4 A_Look
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		5CZA C 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		5CZA D 4 A_Look
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		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", 5, 40,0)
	5CZA D 2 A_FaceTarget
	5CZA D 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	5CZA C 2 A_FaceTarget
	5CZA C 2 A_Recoil(2)
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	5CZA B 2 A_FaceTarget
	5CZA B 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	5CZA A 2 A_FaceTarget
	5CZA A 2 A_Recoil(2)
	TNT1 A 0 A_playsound("weapons/chainsaw/idle")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	5CZA D 2 A_FaceTarget
	5CZA D 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	5CZA C 2 A_FaceTarget
	5CZA C 2 A_Recoil(2)
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	5CZA B 2 A_FaceTarget
	5CZA B 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	5CZA A 2 A_FaceTarget
	5CZA A 2 A_Recoil(2)
	TNT1 A 0 A_playsound("weapons/chainsaw/idle")
	GOto SeeContinue
	
	See:
	TNT1 A 0 A_JumpIfHealthLower(1, "Death")
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	TNT1 A 0 A_TakeInventory("SKLabGuy", 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_JumpIfCloser(200, "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", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		
		5CZA AA 2 A_Chase
TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_TakeInventory("SKLabGuy", 1)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA BB 2 A_Chase
		TNT1 A 0 A_PlaySound("humans/step",3)
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA CC 2 A_Chase
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		TNT1 A 0 A_PlaySound("humans/step",3)
		Loop
		
	SeeNeverSeen:
		//TNT1 A 0 A_JumpIfCloser(200, "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", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA AA 2 A_Chase
		TNT1 A 0 A_TakeInventory("SKLabGuy", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		5CZA BB 2 A_Chase
		TNT1 A 0 A_PlaySound("humans/step",3)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		5CZA CC 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		5CZA DD 2 A_Chase
		TNT1 A 0 A_PlaySound("humans/step",3)
TNT1 A 0 A_playsound("weapons/chainsaw/idle")
		Loop
		
		Pain.Taunt:
		TNT1 A 0
		POSS B 0 A_Pain
		TNT1 A 0 A_ChangeFlag("FASTER", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEMORE", 1)
		TNT1 A 0 A_ChangeFlag("MISSILEEVENMORE", 1)
		TNT1 A 0 A_PlaySound("grunt/sight")
		5CZA A 1 A_FaceTarget
		5CZA A 1
		TNT1 A 0 A_GiveInventory("Enraged", 1)
		TNT1 A 0 A_PlaySound("grunt/sight", 1)
		Goto SeeContinue
		

Melee:         
// 5CZA E 6 A_FaceTarget 

TNT1 A 0 Radius_Quake (2,3,0,2,0)
//(intensity, duration, damrad, tremrad, tid)
5CZA F 6 A_FaceTarget 
TNT1 A 0 Radius_Quake (2,3,0,2,0)
//(intensity, duration, damrad, tremrad, tid)
TNT1 A 0 A_CustomMissile("SawAttack",27,0,0,0)
TNT1 A 0 Radius_Quake (2,3,0,2,0)
//(intensity, duration, damrad, tremrad, tid)
           Goto See 
		Missile:
		goto See


//	Melee:
//		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 47,0)
//		TNT1 A 0 A_SpawnItem ("LegTarget10", 2)
//		5CZA E 6 A_FaceTarget
//TNT1 A 0 Radius_Quake (2,3,0,2,0)//(intensity, duration, //damrad, tremrad, tid)
//		TNT1 A 0 A_PlaySound("sawswing", 7)
//	//	TNT1 A 0 A_PlaySound("weapons/gswing", 0, 0.8)
//		TNT1 A 0 A_CustomMissile("SawAttack",27,0,0,0)
//
//		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 47,0)
//		TNT1 A 0 A_SpawnItem ("LegTarget10", 2)
//		5CZA F 6 A_FaceTarget
//TNT1 A 0 Radius_Quake (2,3,0,2,0)//(intensity, duration, //damrad, tremrad, tid)
//		TNT1 A 0 A_PlaySound("sawswing", 7)
//TNT1 A 0 Radius_Quake (2,3,0,2,0)//(intensity, duration, //damrad, tremrad, tid)
//		TNT1 A 0 A_PlaySound("sawswing", 7)
//
//TNT1 A 0 Radius_Quake (2,3,0,2,0)//(intensity, duration, //damrad, tremrad, tid)

//TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 47,0)
//		TNT1 A 0 A_SpawnItem ("LegTarget10", 2)
//		5CZA F 6 A_FaceTarget
//TNT1 A 0 Radius_Quake (2,3,0,2,0)//(intensity, duration, //damrad, tremrad, tid)
//		TNT1 A 0 A_PlaySound("sawswing", 7)
//TNT1 A 0 Radius_Quake (2,3,0,2,0)//(intensity, duration, //damrad, tremrad, tid)

		
// TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 47,0)
	// 	TNT1 A 0 A_SpawnItem ("LegTarget10", 2)
	//	5CZA E 6
  //      Goto See

    

    Pain.KillMe:
        TNT1 A 0
        Goto See
		
    Death.KillMe:
    Death.Taunt:
    Death.Avoid:
	    TNT1 A 0
		//TNT1 A 0 A_ChangeFlag("SOLID", 0)
        TNT1 A 0 A_SpawnItem("Labguy")
		TNT1 A 0
        Stop

	Pain:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 7)
		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))
	    5CZA G 3
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		5CZA G 3 A_Pain
		Goto See
        TNT1 AAAA 0
		FSD1 G 4
        TNT1 A 0 A_Pain
        4S11 SSST 10
        TNT1 A 0 A_TakeInventory("IsDown", 1)
        Goto See

        Pain.Melee:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 7)
		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))
	    5CZA G 3
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		5CZA G 3 A_Pain
		Goto See
        TNT1 AAAA 0
		FSD1 G 4
        TNT1 A 0 A_Pain
        4S11 SSST 10
        TNT1 A 0 A_TakeInventory("IsDown", 1)
        Goto See

		
	Pain.ExplosiveImpact:
	Pain.Explosive:
	         TNT1 A 0
	         TNT1 A 0 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 		    TNT1 A 0 A_TakeInventory("SKLabguy", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,40,0,1)
         FS11 GH 8
		Goto FallingAfterImpact
		
    Pain.Kick:
Pain.Stomp:
	Pain.ExtremePunches:
Pain.BlackHole:
         TNT1 A 0
         FS11 G 1 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		  TNT1 A 0 A_TakeInventory("SKLabguy", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,30,0,1)
		//ID11 E 1 A_Chase ("","")
		FS11 G 1 A_facetarget
        FS11 G 6 ThrustThing(angle*256/360+128, 10, 0, 0)
        FS11 H 8
		Goto FallingAfterImpact
			

FallingAfterImpact:
		FS11 H 1 A_GiveInventory ("Fallingheight", 1)
		FS11 H 1 A_CheckFloor ("GetUp")
		NULL A 0 A_JumpIf (momz == 0, "GetUp")
		Loop
		
		GetUp:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 5, "FallingDie")
		TNT1 A 0 A_PlaySound("BODYF",6)
		4S11 SSSSSSS 5 A_JumpIf(momz < 0, "FallingAfterImpact")
		TNT1 A 0 A_TakeInventory("Fallingheight2", 100)
        TNT1 A 0 A_TakeInventory("IsDown", 1)
		4S11 T 10
         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_Explode(200, 2, 1)
	TNT1 A 0 A_Scream
	TNT1 A 0 A_NoBLocking
	TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (50, 130))
	FS11 GH 2
	TNT1 A 0 A_PlaySound("BODYF",6)
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
	TNT1 A 0 A_SpawnItem ("DeadFormerScientist")
	Stop
	
	FallingSuperDeath:
	TNT1 A 0
	TNT1 A 0 A_Explode(200, 2, 1)
	TNT1 A 0 A_XScream
	TNT1 A 0 A_NoBLocking
	TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	Goto Death.ExplosiveImpact+1
	
    
	    Death.Melee:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
		TNT1 A 0 A_JumpIfInventory ("SKLabguy", 1, "StealthKill")
        Death.Kick:
		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 (8)
         FS11 GH 8
		 TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadFormerScientist")
		Stop

	Death.Nailgun:
		TNT1 A 0 A_Jump(128, "Naildeath2")
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0)
		TNT1 A 0 ThrustThingZ(0,random(20,30),0,1)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (30)
        FS11 G 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf((MomY == 0), "PinToWall")
		FS11 G 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf((MomY == 0), "PinToWall")
		FS11 H 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf((MomY == 0), "PinToWall")
		FS11 H 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		FS11 H 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		FS11 H 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadFormerScientist")
        Stop
	PinToWall:
		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))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (150, 210), 2, random (0, 40))
	    TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 6, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_PlaySound("Weapons/NailHitBleed")
	    P1N1 A 5
	    TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItemEx("DeadFormerScientist_Pinned", 10)
		Stop

		 

   Death.Down:
		POSS I 0 A_Scream
		POSS J 0 A_NoBlocking
		FSMS L 1
		TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_SpawnItem ("DeadFormerScientist")
        Stop


Death.Shotgun:
		TNT1 A 0 A_JumpIfCloser(90, "Death.Blast")
		TNT1 A 0 A_JumpIfCloser(200, "Death.Shotgunontheface")
		Goto Death
		
	Death.Shotgunontheface:	
	    
		TNT1 A 0
		TNT1 A 0 A_Jump(128, "Death.Arm", "Death.Leg")
	    TNT1 A 0 ThrustThingZ(0,40,0,1)
		TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
         FS11 GH 8
		TNT1 A 0 A_PlaySound("BODYF",6)
		 TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
         TNT1 A 0 A_SpawnItem ("DeadFormerScientist")
		 Stop
		 
	Death.Blast:
	    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_XScream
		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 AA 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))
		SCZ4 A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
		SCZ4 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		SCZ4 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		SCZ4 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("BODYF",7)
		TNT1 A 0 A_SpawnItem ("DeadLabguySCZ4E")
	    Stop


	Death.Railgun:
	    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_XScream
		TNT1 AAA 0 A_CustomMissile ("Intestine", 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))
		SCZ4 A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		SCZ4 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		SCZ4 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		SCZ4 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_PlaySound("BODYF",7)
		TNT1 A 0 A_SpawnItem ("DeadLabguySCZ4E")
TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
	    Stop
		 
		 
		 
 	StealthKill:
	TNT1 A 1
	TNT1 A 0 A_GiveToTarget("GoFatality", 1)
	TNT1 A 0 A_GiveToTarget("SKLabguy", 1)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Die("Stealthy")
	TNT1 A 0 A_Fall
	TNT1 A 1
	Stop
	
	Death.Stealthy:
	TNT1 A 0
	Stop

	Death:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0
		TNT1 AA 0 A_CustomMissile ("brutal_FlyingBlood", 7, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_Jump(96, "Death.Arm", "DeathNoGuts")
		TNT1 A 0 A_Jump(128, "DeathMirror")
		FSMS H 5
		FSMS I 5 A_Scream
		FSMS J 5 A_NoBlocking
		FSMS K 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_SpawnItem ("DeadFormerScientist")
		Stop
	
	DeathMirror:
	    FSMS M 5
		FSMS N 5 A_Scream
		FSMS O 5 A_NoBlocking
		FSMS P 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabguyFSMSP")
		Stop
		
	 DeathNoGuts:
			TNT1 A 0 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 160))
	//	TNT1 AAA 0 A_CustomMissile ("Intestine", 28, 0, random (150, 210), 2, random (0, 40))
			SCZA H 5 A_Scream
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
        TNT1 A 0 A_SpawnItem ("ZombieScientistDyingGuts", 2)
TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))		
Stop
		
     Death.Arm:
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
		FSD2 A 10 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DyingFormerScientistNoArm")
        Stop



       Death.Leg:
		TNT1 A 0
        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("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
		//TNT1 A 0 A_SpawnItem ("Labguy_NoLeg")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DyingFormerScientistNoLeg")
        Stop

   

	Death.cut:
        TNT1 A 0
TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 4, random (-2.5, 2.5), random (-2.5, 2.5), 5)
        TNT1 A 0 A_Jump(32, "Death.Arm", "Death.Leg", "Death")
        Goto Death.Tear

	    Death.cutless:
        TNT1 A 0
       TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0 A_Jump(32, "Death")
		TNT1 A 0 A_Jump(32, "Death.Arm")
		TNT1 A 0 A_Jump(32, "Death.Leg")
        Goto Death.Massacre
		
	        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 ("BrutalizedFormerScientist1", 1)
		Stop
		
		Death.LegMassacre:
		TNT1 A 0
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 15, 0, random (0, 360), 2, random (0, 160))
		//TNT1 A 0 A_SpawnItem ("Labguy_Noleg")
		FSS7 B 1 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BrutalizedFormerScientistLeg")
        Stop

    Death.Tear:
	Death.Saw:
        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 ("RipLabguy", 0, 0, random (0, 360), 2, random (0, 160))
TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 4, random (-2.5, 2.5), random (-2.5, 2.5), 5)
	    FSD1 FG 9
      //  TNT1 A 0 A_SpawnItem ("DeadLabguy_Half")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadLabguyFSD1H")
TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
		Stop


         

    Death.Fatality:
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(256,"Death.Fatality1", "Death.Fatality2", "Death.Fatality3")
		Goto Death.Fatality1
	
	Death.Fatality1:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("LabGuyToken1", 1)
        Stop
		
	Death.Fatality2:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("LabGuyToken2", 1)
        Stop
		
	Death.Fatality3:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("LabGuyToken3", 1)
        Stop
	
		
	Death.HelperMarineFatallity:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("LabGuyToken3", 1)
        Stop	
		
	HeadExploder:
		TNT1 A 0 A_Jump(72, "Death.HeadExplode")
		Goto Death.HeadMinor
		
	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(-50, "Death.HeadExplode")
		TNT1 A 0 A_JumpIfInTargetInventory("RandomHeadExploder", 1, "HeadExploder")
	Death.MinorHead:
	Death.HeadMinor:
	    TNT1 A 0
		TNT1 A 0 A_Playsound("MinorHeadshot", 0)
	    TNT1 A 0 A_Jump (128, "DeathMinorhead2")
	    TNT1 A 0 A_Scream
		TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
		FSSH U 5 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		FSSH V 5
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		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))
		FSSH W 5 A_NoBlocking
		FSSH XY 5
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("FacelessLabguy")
		Stop
		
	  DeathMinorHead2:
	    TNT1 A 0
	    TNT1 A 0 A_Pain
		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))
		TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
		FSD5 A 6 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		FSD5 CB 8
		
		TNT1 A 0 A_Scream
		FSD5 D 6 A_NoBlocking
		
		TNT1 A 0 A_PlaySound("BODYF",6)
        TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadLabguySCZAL")
		Stop
		

	Death.HeadExplode:
        TNT1 A 0 A_PlaySound("misc/xdeath4", 1)
        TNT1 A 0 A_PlaySound("gore/headshot", 2)
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
  		ZMAD B 0 A_XScream
		ZMAD C 0 A_NoBlocking
		
		TNT1 A 0 A_Jump(32, "Deathchickenhead")
		TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
		FSAD ABBC 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		FSAD DE 6
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadLabguyFSADE")
		Stop
		
		DeathChickenHead:
		
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		4SAD FGH 4 A_SpawnItem ("BloodMistBig", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		4SAD FGH 4 A_SpawnItem ("BloodMistBig", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		4SAD FGH 4 A_SpawnItem ("BloodMistBig", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		4SAD FGH 4 A_SpawnItem ("BloodMistBig", 0, 56)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		4SAD FGH 4 A_SpawnItem ("BloodMistBig", 0, 56)
		
						TNT1 A 0 A_PlaySound("misc/xdeath2c")
		4SAD FGH 4 A_SpawnItem ("BloodMistBig", 0, 56)
		
						TNT1 A 0 A_PlaySound("misc/xdeath2c")
		4SAD FGH 4 A_SpawnItem ("BloodMistBig", 0, 56)
		
		
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
		FSAD ABBC 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		FSAD DE 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabguyFSADE")
		Stop

	Death.decaptate:
        TNT1 A 0
        TNT1 A 0 A_CustomMissile ("LabguyHead", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 4, random (-2.5, 2.5), random (-2.5, 2.5), 5)
		FSAD A 15 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
		FSAD B 9 A_XScream
		FSAD C 9 A_NoBlocking
		FSAD DE 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabguyFSADE")
		Stop

    Death.fire:
	Death.Flames:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_SpawnItem("BurningZombie")
      Stop
	  
	  Death.Desintegrate:
		TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_Jump(64, "AcidGuy")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
      Stop
	  
	 AcidGuy:
		TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("GenericAcidGuy")
        TNT1 A 1
        TNT1 A -1
		Stop

    Death.Plasma: Death.Plasma2:
	PBR1 A 6 A_Scream
	TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
	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 6 A_NoBlocking
	PBR1 CDEFGH 6 A_CustomMissile ("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
	
	Death.SuperPlasma:
        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))

		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
		
		
		Death.GreenFire:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        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))
		
		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.SuperPunch:
	Death.SSG:
	    FSD1 D 1 A_Pain
		FSD1 D 1 A_FaceTarget
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		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 ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		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 ("LabguyHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        FSD1 DEEFFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabguyFSD1H")
TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
        Stop
		
		Death.Blackhole:
       TNT1 A 0 A_Scream
     TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_SpawnItem("BlackHoledHuman")
  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_CustomMissile ("SargeXDeath", 2, 0, random (0, 360), 2, random (0, 160))
		Stop

			TNT1 A 0
		TNT1 A 0 A_Recoil(4)
	
	 Death.Stomp:
	 TNT1 A 0 A_Explode(200, 2, 1)
	TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
	TNT1 A 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 AAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 bright A_CustomMissile ("XDeath3", 55, 0, random (0, 360), 2, random (30, 180))
	TNT1 A 0 A_SpawnItem ("CrushedRemains")
	TNT1 A 1
	TNT1 A 1 A_XScream
    TNT1 A 1 A_NoBlocking
	Stop
	
	Death.ExplosiveImpact:
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
	    TNT1 A 0 A_Jump(130,"Death.LandMine")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("XDeath4", 32, 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 ("XDeathSargeLeg1", 32, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	TNT1 A 0 A_Custommissile("Chainsaw", 32, 0, random (0, 360), 2, random (50, 130))
	    FS14 AB 5
		FS14 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		FS14 FFFFFFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabguyFS14G")
		Stop
		
		Death.LandMine:
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	//TNT1 A 0 A_CustomMissile ("Labguy_NoLeg", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("GibHand", 42, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	FS14 A 1 A_Scream
	    FS16 A 9
		FS16 BCD 9 A_CheckFloor("Dead.Landmine")
		FS16 DDDDD 9 A_CheckFloor("Dead.Landmine")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabguyFS14G")
		Stop
Dead.ExplosiveImpact:
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabguyFS14G")
		Stop
		
		Dead.Landmine:
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabguyFS14G")
		Stop

Raise:
		POSS K 5
		POSS JIH 5
		Goto See
		
	Death.PussyGrab:
	    TNT1 A 0
		TNT1 A 0 A_Pain
		TNT1 A 0 A_Chase("","")
		TNT1 A 0 A_Pain
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GrabbedAZombieCivilian", 1)
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        Stop	

	}
}

ACTOR SawAttack: BaronBall
{
	Radius 10
	Height 18
	DamageType Saw
	Projectile 
	+RANDOMIZE
    Damage 1
	+FORCEXYBILLBOARD
    +THRUGHOST
    +BLOODSPLATTER 
	RenderStyle Add
	Alpha 0.6
	HitObituary "$OB_IMPHIT"
    Obituary "$OB_IMPHIT"
	+DONTHURTSPECIES

	SeeSound "None"
	DeathSound "none"
	Decal "none"
    Speed 20
	States
	{
	Spawn:
		TNT1 A 4 BRIGHT
		Stop
	Death:
        //TNT1 A 0 A_PlaySound("RIP")
		TNT1 A 0 BRIGHT
		Stop
	}
}



Actor ChainsawZombie : ChainsawLabguy
{}
