ACTOR Labgal: Labguy
{
	Game Doom
	Health 54
	Radius 16
	Height 44
mass 95
Scale 0.93
    Speed 12
	FastSpeed 14
	PainChance 250
DamageFactor "Head", 2.2
  seesound "fem/sight"
  painsound "fem/pain"
  deathsound "fem/death"
  activesound "fem/active"
//burnsound "fem/burn"
DropItem "Knife"

	MONSTER
  +FLOORCLIP
  States
  {

Possession:
		TNT1 A 0 A_SetInvulnerable
		FSZK G 3
		FSZK G 3 A_Pain
		"####" "#" 35 ACS_NamedExecuteAlways("Pos - Flicker effect")
		TNT1 A 0 A_UnSetInvulnerable
		Goto See

   Spawn:
TNT1 A 0
TNT1 A 0 A_GiveInventory("SKLabGal", 1)
	TNT1 A 0 A_GiveInventory("TypeZombieMan", 1)
		TNT1 A 0 A_TakeInventory("ZombiemanAmmo", 20)
		TNT1 A 0 A_GiveInventory("ZombieManAmmo", random(1,10))
    FSZK AB 10 A_Look
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)
		FSZK ABABABABAB 10 A_Look
		FSZK ABABABAB 10 A_Look
		Loop
		
	Stand2:
		FSZK AB 14 A_Look //10 A_Look
		Goto Stand


	WalkAround:
		TNT1 A 0 A_TakeInventory("SKLabGal", 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)

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

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		FSZK D 2 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		FSZK 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)
		FSZK B 2 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		FSZK 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("SKLabGal", 1)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		FSZK A 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		FSZK 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)
		FSZK A 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		FSZK C 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)
		FSZK A 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		FSZK D 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		TNT1 A 0 A_SetAngle(angle + 40)
		FSZK A 10 A_Look
		
		FSZK A 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		FSZK B 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		FSZK C 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		FSZK D 4 A_Look
		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")
		FSZK A 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		FSZK B 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		FSZK C 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		FSZK D 4 A_Look
		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)
	FSZK D 2 A_FaceTarget
	FSZK D 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	FSZK C 2 A_FaceTarget
	FSZK C 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	FSZK B 2 A_FaceTarget
	FSZK B 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	FSZK A 2 A_FaceTarget
	FSZK A 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	FSZK D 2 A_FaceTarget
	FSZK D 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	FSZK C 2 A_FaceTarget
	FSZK C 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	FSZK B 2 A_FaceTarget
	FSZK B 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	FSZK A 2 A_FaceTarget
	FSZK A 2 A_Recoil(2)
	GOto SeeContinue

See:
	TNT1 A 0 A_JumpIfHealthLower(1, "Death")
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	TNT1 A 0 A_TakeInventory("SKLabGal", 1)
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
	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)
		
		FSZK AA 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_TakeInventory("SKLabGal", 1)
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		FSZK 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)
		FSZK CC 2 A_Chase
		
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		FSZK DD 2 A_Chase
		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)
		FSZK AA 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_TakeInventory("SKLabGal", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		FSZK 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)
		FSZK CC 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		FSZK DD 2 A_Chase
		TNT1 A 0 A_PlaySound("humans/step",3)
		Loop
		
		Pain.Taunt:
		TNT1 A 0
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)		
FSZK G 3 A_Pain // POSS B
		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("fem/sight") //grunt/sight
		FSZK A 1 A_FaceTarget
		FSZK A 1
		TNT1 A 0 A_GiveInventory("Enraged", 1)
		TNT1 A 0 A_PlaySound("fem/sight", 1)
		Goto SeeContinue


 Melee:
//TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
  TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget10", 2)
  FSZK E 4 A_FaceTarget
FSZK F 8 A_CustomMeleeAttack (random (1, 4) *5, "KnifeHit",  "skeleton/swing")
//TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0) 
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget10", 2)
  FSZK E 4
//TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0) 
  TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
TNT1 A 0 A_SpawnItem ("LegTarget10", 2)
  goto See


 Missile:
//TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0) 
//TNT1 A 0 A_SpawnItem ("LegTarget10", 2)
  //FSZK E 1 A_FaceTarget 
//TNT1 A 0 A_Recoil(-5)
//FSZK E 6 A_FaceTarget

//TNT1 A 0 A_CustomMeleeAttack (random (1, 4) *5, "KnifeHit",  "skeleton/swing")
//TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0) 
//TNT1 A 0 A_SpawnItem ("LegTarget10", 2)
//  FSZK F 6 A_FaceTarget
//TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0) 
//TNT1 A 0 A_SpawnItem ("LegTarget10", 2)
//FSZK E 6 

		fszk E 4 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		TNT1 A 0 A_Recoil(-3)
	fszk E 4 A_FaceTarget
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
TNT1 A 0 A_Recoil(-5)
	fszk E 4
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
        Goto See

Pain.Taunt:
		Pain.KillMe:
		TNT1 A 0
		TNT1 A 0 HealThing(1)
		Goto See


Death.KillMe:
		Death.Taunt:
		Death.Avoid:
		TNT1 A 0
		//TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_SpawnItem("Labgal")
		TNT1 A 0
		Stop

Pain.Avoid:
  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))
    FSZK G 3
TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
    FSZK G 3 A_Pain
    goto See
// XX
 TNT1 AAAA 0
	 	FFD1 G 4
         TNT1 A 0 A_Pain
        FQQQ AAAB 10
        TNT1 A 0 A_TakeInventory("IsDown", 1)
         Goto See

Pain.Cut:
Pain.Saw:
Pain.Shrapnel:
Pain.lowkick:
Pain.Head:
        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))
	    FSZK G 3 
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		FSZK G 3 A_Pain
		Goto See
// XX
 TNT1 AAAA 0
	 	FFD1 G 4
         TNT1 A 0 A_Pain
        FQQQ AAAB 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))
	    FSZK G 3
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 40,0)
		FSZK G 3 A_Pain
		Goto See
        TNT1 AAAA 0
		FSD1 G 4
        TNT1 A 0 A_Pain
        FQQQ AAAB 10
        TNT1 A 0 A_TakeInventory("IsDown", 1)
        Goto See


Pain.Stealth:
		TNT1 A 0
		TNT1 A 0 A_Pain
		TNT1 A 0 A_JumpIfInventory ("SKLabgal", 1, "StealthKill")
		TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "GroundExecution")
		Goto See

GroundExecution:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("ExecuteDownedZombieman", 1)
		TNT1 A 0 A_GiveToTarget("GoSpecial", 1)
		Stop


		
	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("SKLabGal", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,40,0,1)
         FRRR C 8 
	   FZFZ A 1 
		Goto FallingAfterImpact
		
    	Pain.Kick:
	Pain.slide:
Pain.HeavyImpact:
	Pain.Stomp:
Pain.Trample:
	
	Pain.BlackHole:
         TNT1 A 0
         FRRR C 1 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		  TNT1 A 0 A_TakeInventory("SKLabGal", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,30,0,1)
		//ID11 E 1 A_Chase ("","")
		FRRR C 1 A_facetarget
        FRRR C 6 ThrustThing(angle*256/360+128, 10, 0, 0)
        FZFZ A 8
		Goto FallingAfterImpact
		
		FallingAfterImpact:
		FZFZ A 1 A_GiveInventory ("Fallingheight2", 1)
		FZFZ A 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)
		FQQQ AAAAAAA 5 A_JumpIf(momz < 0, "FallingAfterImpact")
		TNT1 A 0 A_TakeInventory("Fallingheight2", 100)
        TNT1 A 0 A_TakeInventory("IsDown", 1)
		FQQQ B 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))
	FRRR C 0  //6 
      FZFZ A 0 //8    //FS11 GH 2
	TNT1 A 0 A_PlaySound("BODYF",6)
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_SpawnItem ("DeadFScientist")
	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 ("SKLabGal", 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)
       	FRRR CD 8
			TNT1 A 0 A_PlaySound("BODYF",6)
TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
	   TNT1 A 0 A_SpawnItem ("DeadFScientist")
// TNT1 A 0 A_Recoil (2)
		Stop

Death.Down:
	//	POSS I 0 A_Scream
	//	POSS J 0 A_NoBlocking
		FRRR D 1
		TNT1 A 0 A_SpawnItem ("DeadFScientist")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		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
         	FRRR A 8
		FRRR B 8 
		FRRR C 8
		FRRR D 8
		TNT1 A 0 A_PlaySound("BODYF",6)
         TNT1 A 0 A_SpawnItem ("DeadFScientist")
TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		 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))
		FPPP AAA 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		FPPP BBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		FPPP CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		FPPP 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 ("DeadLabgalFPPPE")
	    Stop


StealthKill:
	TNT1 A 1
	TNT1 A 0 A_GiveToTarget("GoFatality", 1)
	TNT1 A 0 A_GiveToTarget("GoSpecial", 1)
	TNT1 A 0 A_GiveToTarget("SKLabgal", 1)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Die("Stealthy")
	TNT1 A 0 A_Fall
	TNT1 A 1 A_GiveToTarget("SoulAmmo", 10)
	Stop
	
	Death.Stealthy:
	TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
	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(48, "DeathNoGuts")
	TNT1 A 0 A_Jump(48, "Death.Arm")
 	TNT1 A 0 A_Jump(96, "DeathMirror")
	TNT1 A 0 A_Jump(32, "DeathTurn")
    FSZK H 5
    FSZK I 5 A_Scream
    FSZK J 5 A_NoBlocking
TNT1 A 0 A_PlaySound("fem/death")
    FSZK K 5
    FSZK L 5
    FSZK M 5
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
TNT1 A 0 A_PlaySound("BODYF",6)
    FSZK N -1
TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
    stop


Death.Minor:
		TNT1 A 0
		TNT1 A 0 A_JumP(180, "DeathMirror")
		Goto Death.Rare
Death.Rare:
	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))
    FSZK H 5
    FSZK I 5 A_Scream
    FSZK J 5 A_NoBlocking
TNT1 A 0 A_PlaySound("fem/death")
    FSZK K 5
    FSZK L 5
    FSZK M 5
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
TNT1 A 0 A_PlaySound("BODYF",6)
    FSZK N -1
TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
    stop


	DeathMirror:
		FSZK H 5	    	
		FZZK I 5 A_Scream
		FZZK J 5 A_NoBlocking
TNT1 A 0 A_PlaySound("fem/death")
		FZZK K 5 
		FZZK L 5
		FZZK M 5 
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		FZZK N -1
		Stop

DeathNoGuts:
TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		FSZK H 5 A_Scream //10 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 ("DyingFScientistNoGuts")
TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        Stop

//FSZK H 5 A_Scream
//		 TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 32,0)
//			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 ("Guts", 28, 0, random //(150, 210), 2, random (0, 40))
//TNT1 A 0 A_PlaySound("BURNZOM")
//TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 32,0)
//FWWW ABABABAABBAABBAAABBBB 5 
//FWWW C 5		
//		TNT1 A 0 A_NoBlocking
  //      TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	//	FWWW D -1
	//	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))
		FVVV A 10 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DyingFScientistNoArm")
TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        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_SpawnItem ("Labgal_NoLeg")
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("DyingFScientistNoLeg")
TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        Stop



DeathTurn:
	    	FZZZ A 5
		FZZZ B 5 A_Scream
		FZZZ C 5 A_NoBlocking
		FZZZ D 5
		FZZZ E 5 
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_PlaySound("BODYF",6)
		FZZZ F -1
		Stop




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




  Death.Minigun:
        TNT1 A 0
       TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0 A_Jump(32, "Death") 
//Goto Death
		TNT1 A 0 A_Jump(64, "Death.Arm") //32
//Goto Death.Arm
		//TNT1 A 0 A_Jump(9, "Death.LegMassacre")
        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 ("BrutalizedFScientist1", 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 ("Labgal_Noleg")
		FSS7 B 1 A_Scream
		TNT1 A 0 A_NoBlocking
      TNT1 A 0 A_SpawnItem ("BrutalizedFScientistLeg")
    Stop

  	Death.Tear:
	Death.Saw:
		TNT1 A 0
		TNT1 A 0 A_Jump(128, "Death.Arm")
        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 ("RipLabgal", 0, 0, random (0, 360), 2, random (0, 160))
	    FFD1 FG 9
      //  TNT1 A 0 A_SpawnItem ("DeadLabgal_Half")
		TNT1 A 0 A_PlaySound("BODYF",6)
TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 4, random (-2.5, 2.5), random (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadLabgalFFD1H")
		Stop




Death.Fatality:

		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 22, random (-2.5, 2.5), random (-2.5, 2.5), 5)
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)

		//TNT1 A 0 A_Scream
		TNT1 A 0 A_GiveToTarget("LabGalToken1", 1)
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		Stop



	    FSZK O 1 A_Pain
		FSZK O 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 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("LabgalHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
           FSZK OPQRSTUVW 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabgalFSZKW")
stop


Death.HelperMarineFatallity:

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
		FZZZ A 5 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
		FZZZ A 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))
		FZZZ B 5 A_NoBlocking
		FZZZ CD 5
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("FacelessLabgal")
		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))
		FYYY A 6 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
		FYYY CB 8
		
		TNT1 A 0 A_Scream
		FYYY D 6 A_NoBlocking
		
		TNT1 A 0 A_PlaySound("BODYF",6)
        TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem ("DeadLabgalFYYYF")
		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))
		
  		FUUU B 0 A_XScream
		FUUU C 0 A_NoBlocking
		
		TNT1 A 0 A_Jump(40, "Deathchickenhead") //32
		FUUU ABBC 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		FUUU DE 6
		TNT1 A 0 A_PlaySound("BODYF",6)
		//TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadLabgalFUUUE")
		Stop
		
		DeathChickenHead:
		
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FUUU FGH 4 A_SpawnItem ("Blood", 0, 45) //56
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FUUU FGH 4 A_SpawnItem ("Blood", 0, 45)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FUUU FGH 4 A_SpawnItem ("Blood", 0, 45)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FUUU FGH 4 A_SpawnItem ("Blood", 0, 45)
		
				TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FUUU FGH 4 A_SpawnItem ("Blood", 0, 45)
		
						TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FUUU FGH 4 A_SpawnItem ("Blood", 0, 45)
		
						TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FUUU FGH 4 A_SpawnItem ("Blood", 0, 45)
		
		
		TNT1 A 0 A_PlaySound("misc/xdeath2c")
		FUUU ABBC 10 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
		FUUU DE 6
		//TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabgalFUUUE")
		Stop

	Death.decaptate:
        TNT1 A 0
        TNT1 A 0 A_CustomMissile ("LabgalHead", 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_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 4, random (-2.5, 2.5), random (-2.5, 2.5), 5)

		FUUU A 15 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
		FUUU B 9 A_XScream
		FUUU C 9 A_NoBlocking
		FUUU DE 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabgalFUUUE")
		Stop

Death.Burn:
	Death.FallInLava:
Death.Fire:
	Death.Flames:
        TNT1 A 0 //A_Scream 
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningFemZombie")
      Stop

Death.Desintegrate:
		TNT1 A 0 
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DesintegratedHuman")
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		Stop


Death.Plasma: Death.Plasma2:
	PBR1 A 6 A_Scream
	TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes1", 32, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Ashes2", 32, 0, random (0, 360), 2, random (0, 180))
	TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
	PBR1 B 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

Pain.ExtremePunches:
Death.ExtremePunches:
	Goto Death.ExplosiveImpact //temp

//	 TNT1 A 0
		// A_JumpIfInTargetInventory("HeavyStrikeRight", 1, 		//	"HeavyPunchRight")
		// A_JumpIfInTargetInventory("HeavyStrikeLeft", 1, 		//"HeavyPunchLeft") 
		// A_JumpIfInTargetInventory("HeavyStrikeUpper", 1, 		//"HeavyPunchUpper")
//		 TNT1 A 0 A_Scream
//		 TNT1 A 0 A_NoBlocking
//		 TNT1 A 0 A_FaceTarget
//		 TNT1 A 0 A_CustomMissile //("ExtremePunchedFZombieCivilian", 8, 0, random (175, 185), 2, //random (10, 20))
		 Stop
		 
	Death.SSG:
	Death.Railgun:
	    FFD1 C 1 A_Pain
		FFD1 C 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 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("LabgalHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
           FFD1 CDDEEFG 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabgalFFD1H")
        Stop
		

XDeath: 
//XDeath:
//    FSZK O 5 A_CustomMissile ("MuchBlood", 40, 0, random (0, 360), 2, random (0, 160))
//FSZK P 5 A_XScream
//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 ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
  //          FSZK Q 5 A_NoBlocking
//TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
   
 //FSZK RSTUV 5 
//// TNT1 A 0 A_CustomMissile ("brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))

//TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
  //  FSZK W -1		
    //stop
 
	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 ("LabGalXDeath", 2, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		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
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		Stop



Death.Shrapnel:
		TNT1 A 0
		TNT1 A 0 A_JumpIfHealthLower(-50, 4)
		TNT1 A 0 A_SpawnItem("MuchBlood", 0, 32)
		TNT1 A 0 ThrustThingZ(0, 30, 0, 0)
		TNT1 A 0 A_Jump(128, "Death.Head")
		Goto Death
		TNT1 AA 0
		TNT1 A 0 A_Jump(255, "Death.ExplosiveImpact", "Death.Leg")
		Goto Death


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)
	    FF14 AABB 5
		FF14 CCDDEEFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		FF14 FFFFFFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabgalFF14G")
	TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		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 ("Labgal_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)
	FF14 A 1 A_Scream
	    FF14 AABB 9  //FS16 A BCD DDDDD
		FF14 CCDDEEFF 9 A_CheckFloor("Dead.Landmine")
		FF14 FFFFF 9 A_CheckFloor("Dead.Landmine")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabgalFF14G")
		Stop
		
		Dead.ExplosiveImpact:
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabgalFF14G")
		Stop
		
		Dead.Landmine:
		TNT1 AAAA 0 A_SpawnItem ("Blood")
		TNT1 A 0 A_PlaySound("BODYF",6)
		TNT1 A 0 A_SpawnItem ("DeadLabgalFF14G")
		Stop

	Raise:
    FSZK MLKJIH 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("GrabbedAFZombieCivilian", 1)
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		Stop	

	}
}





  
 


Actor DeadFScientistSK: DeadFormerScientist
{
    States
    {
    Spawn:
		FFZL E -1
TNT1 A 0 A_PlaySound("BODYF",6)
        Stop    }
}



		Actor DeadFScientist: DeadFormerScientist
{
    States
    {
    Spawn:
		FRRR D -1
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        Stop    }
}


Actor DeadFScientistClean: DeadFormerScientist
{
    States
    {
    Spawn:
		FQQQ A -1
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        Stop    }
}

//Actor DeadFrozenLabgal: DeadFormerScientist
//{
  //  States
    //{
    //Spawn:
	//	FSSK C -1
       // Stop    }
//}



actor DeadLabgalFPPPE: DeadFormerScientist
{
    States
    {
    Spawn:
		FPPP E -1
        Stop    }
}

actor DeadLabgalFFD1H: DeadFormerScientist
{
    States
    {
    Spawn:
		FFD1 H -1
        Stop    }
}


actor DeadLabgalFYYYF: DeadFormerScientist
{
    States
    {
    Spawn:
		FYYY F -1
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        Stop    }
}

actor DeadLabgalFUUUE: DeadFormerScientist
{
    States
    {
    Spawn:
		FUUU E -1
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        Stop    }
}

actor DeadLabgalFSZKW: DeadFormerScientist
{
    States
    {
    Spawn:
		FSZK W -1
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        Stop    }
}

actor DeadLabgalFF14G: DeadFormerScientist
{
    States
    {
    Spawn:
		FF14 G -1
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        Stop    }
}


Actor DyingFScientistNoGuts: DeadFormerScientist
{
    Radius 12
    Height 32
    Health 50
    damagefactor "Head", 10.0
States
    {
    Spawn:
	    TNT1 A 0
		TNT1 A 0 A_PlaySound("BURNZOM")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 32,0)
TNT1 A 0 A_CustomMissile ("MuchBlood", 30, 0, random (0, 360), 2, random (0, 160))
        FWWW ABABABAABBAABBAAABBBB 5 A_SpawnItem ("HeadshotTarget10", 5, 32,0)
TNT1 AA 0 A_CustomMissile ("XDeath1", 30, 0, random (0, 360), 2, random (0, 160))
//		TNT1 AAA 0 A_CustomMissile ("Guts", 28, 0, random //(150, 210), 2, random (0, 40))
		FWWW C 6
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_NoBlocking
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		FWWW D -1
        Stop	

Death:
	FWWW C 6 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_PlaySound("fem/death") //grunt/death
	TNT1 A 0 A_NoBlocking
	FWWW D -1
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
    Stop

	Death.Head:
	Death.MinorHead:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0 A_CustomMissile ("MuchBlood2", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 30, 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))
		FVVV B 2
	TNT1 A 0 A_PlaySound("misc/gibbed")
    FUUU D 7 //FVVV F 7
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_NoBlocking
	FUUU E -1 //FVVV G -1
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
    Stop
	
}
		}


//FSZK H 5 A_Scream
//		 TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 32,0)
//			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 ("Guts", 28, 0, random //(150, 210), 2, random (0, 40))
//TNT1 A 0 A_PlaySound("BURNZOM")
//TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 32,0)
//FWWW ABABABAABBAABBAAABBBB 5 
//FWWW C 5		
//		TNT1 A 0 A_NoBlocking
//      TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
//	FWWW D -1
//	Stop


Actor DyingFScientistNoArm: DeadFormerScientist
{
    Radius 12
    Height 32
    Health 50
    damagefactor "Head", 10.0
States
    {
    Spawn:
	    TNT1 A 0
		
		TNT1 A 0 A_PlaySound("BURNZOM")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 32,0)
        FVVV BEBEBEBEBEBE 10 A_SpawnItem ("HeadshotTarget10", 5, 32,0)
		FVVV C 6
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_NoBlocking
		FVVV D -1
        Stop

	Death:
	FVVV C 6 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_PlaySound("fem/death")
	TNT1 A 0 A_NoBlocking
	FVVV D -1
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
    Stop
	
	Death.Head:
	Death.MinorHead:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0 A_CustomMissile ("MuchBlood2", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 30, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 30, 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))
		FVVV B 2
	TNT1 A 0 A_PlaySound("misc/gibbed")
    FVVV F 7
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_NoBlocking
	FVVV G -1
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
    Stop
	
	Stop
	
	Crush:
	    TNT1 A 0 A_SpawnItem("GibsZ")
  	    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 AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAA 0 A_CustomMissile ("XDeath4", 32, 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 DyingFScientistNoLeg: DeadFormerScientist
{
    Radius 12
    Height 32
    Health 50
    damagefactor "Head", 10.0
States
    {
    Spawn:
	    TNT1 A 0
		
		TNT1 A 0 A_PlaySound("BURNZOM")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 32,0)
		FSSS ABC 5
        FSSS DEDEDEDEDEDE 10 A_SpawnItem ("HeadshotTarget10", 5, 32,0)
		FSSS GH 5
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_NoBlocking
		FSSS F -1
        Stop

	Death:
	TNT1 A 0 A_PlaySound("fem/death")
	FSSS GH 5
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_NoBlocking
	FSSS F -1
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
    Stop		
	}
}
	
	



ACTOR RipLabgal
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+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 ("XDeathHalfLabgal", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAA 0 A_CustomMissile ("Guts2", 32, 0, random (0, 360), 2, random (0, 160))
	Death:
	    TNT1 A 0
        Stop
    }
}

ACTOR XDeathHalfLabgal
{
    Radius 8
    Height 8
    Scale 0.93
	Speed 6
	Mass 4
	Decal BrutalBloodSplat
	BounceFactor 0.4
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
		FRRR E 12
		Loop
    Death:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
        FRRR E 1 A_SpawnItem("Gib_HalfLabGal",0,0,0,1)
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0
        Stop
    }}
actor Gib_HalfLabGal: BigGibBase
{
    States
    {
    Spawn:
FRRR E 1900 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
       Loop    }}
	
Actor DeadLabgal_Half
{Mass 300 Health 200 States{Spawn:
        FFD1 H -1
TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        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.Cut:
        Death.Cutless:
        Goto Death}}
		
Actor Labgal_NoLeg: DeadShotgunGuy_NoLeg
 {
Alpha 1.0
Mass 300 Health 200 States{Spawn:
        FXXA F -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.Cut:
     Death.Cutless:
   Goto Death
	}
}




ACTOR XDeathHalfLabgalNoArmNoHead
{
    Radius 8
    Height 8
    
	Speed 10
	Gravity 0.7
	Mass 4
	Decal BrutalBloodSplat
	BounceFactor 0.01
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
	Scale 1.3
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
		SPSX GHIJKLMN 4
		Loop
    Death:
        TNT1 A 0 A_SpawnItem ("Brutal_BloodSpot", 0, 1)
        TNT1 AAA 0 A_SpawnItem("Blood", 0, 5)
		TNT1 A 0 A_SpawnItem("Gib_HalfLabgalNoArmNoHead",0,0,0,1)
        Stop
    }
}

actor Gib_HalfLabgalNoArmNoHead: BigGibBase
{
Scale 1.3
    States
    {
    Spawn:
		SPSX O 1
		TNT1 A 0 A_QueueCorpse
		SPSX O -1
		Stop    
	   
	   Death:
	  TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 160))
	  TNT1 A 0 A_SpawnItem("MeatDeathSmall")
	  Stop
	   }}	












	   
Actor FacelessLabgal: DeadFormerScientist
{
  States
    {
    Spawn:
FZZZ F 6 A_SpawnItem("brutal_FlyingBlood",0,5,0,1)
FZZZ F -1
       Stop    }}



//Actor ExtremePunchedFZombieCivilian : DeadFormerScientist



Actor LabGalHead
{
bouncefactor 0.25
speed 7
seesound ""
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
	+THRUACTORS

states
	{
	Spawn:
	TNT1 A 0
	FFHD A 4// BC 4
	loop
	Death:
      FFHD A 1
	  FFHD A-1
      stop
	}
}



Actor XDeathLabgalHeadOnXDeath: XDeathSergeantHead
{
States
{
Spawn:
TNT1 A 1
TNT1 A 0 A_jump(96, "ExplodeOnAir")
Goto Spawn1
ExplodeOnAir:
TNT1 A 0
TNT1 A 0 A_SpawnItem("LabgalHeadExplode")
Stop
}}


ACTOR LabgalHeadExplode: ZombieXDeath
{
    States
    {
    Spawn:
	    TNT1 A 0
		
		TNT1 A 0 A_PlaySound("misc/xdeath4")
	    TNT1 AA 0 A_CustomMissile ("BloodMist", 0, 0, random (0, 360), 2, random (60, 90))
		TNT1 AAAA 0 A_CustomMissile ("BloodmistSpraySmall", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 0, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_CustomMissile ("Brains2", 10, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("Brains3", 10, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("BrainsSergeantHeadPiece", 10, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("Brains5", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", 0, 0, random (0, 360), 2, random (10, 20))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("Teeth", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 0, 0, random (0, 360), 2, random (10, 90))
		TNT1 A 0 A_CustomMissile ("XDeath3b", 0, 0, random (0, 360), 2, random (50, 90))
		TNT1 A 10
	     Stop
	}
}




ACTOR BurningFemZombie
{
    Radius 12
    Height 56
    Speed 5
    Scale 0.85
	Health 100
	GibHealth 25
	damagefactor "Burn", 0.0
	damagefactor "Fire", 0.0
	damagefactor "Flames", 0.0
	damagefactor "Flame", 0.0
	damagefactor "Head", 0.0
	damagefactor "ExplosiveImpact", 10.0
	MONSTER
	-COUNTKILL
	+NOICEDEATH
	+FRIENDLY
    +FLOORCLIP
	+SHOOTABLE
	+NOBLOCKMONST
	+DONTSPLASH
	+NOTARGET
	Gravity 0.7
	bloodtype "DeadBlood"
    Obituary "%o was near someone in flames."
	MaxDropOffHeight 6000
   
	Mass 999999
    States
    {
    Spawn:
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_PlaySound("fem/burn")
		Goto Suffer
	Suffer:
        BDT1 AAA 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-2)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 BBB 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-2)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 CCC 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-2)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT1 DDD 1 Bright A_Wander
		TNT1 A 0 A_Recoil(-2)
        BDT1 B 0 A_CustomMissile("BurnParticles", 40, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_GiveInventory("PoorGuyBurningLife", 1)
		TNT1 A 0 A_JumpIfInventory("PoorGuyBurningLife", 5, "Death")
		//TNT1 A 0 A_JumpIf(momz < 5, "Falling")
		Loop
	Falling:	
	    BDT2 AA 1 Bright
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT2 BB 1 Bright
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		BDT2 CC 1 Bright
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
        BDT2 DD 1 Bright
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT1 B 0 A_CustomMissile("ExplosionParticleVerySlow", 40, 0, random (0, 360), 2, random (50, 130))
		TNT1 A 0 A_JumpIf(momz == 0, "fallDeath")
		Loop
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,60,0,1)
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	TNT1 A 0
	Goto Looping
	
	Looping:	
	    BDT3 AAAA 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        BDT3 BBBB 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		BDT3 CCCC 1 Bright A_JumpIf(momz == 0, "fallDeath")
		BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        BDT3 DDDD 1 Bright A_JumpIf(momz == 0, "fallDeath")
        BDT1 B 0 A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
		Loop	
	
	FallDeath:
	    TNT1 AAAAAAAAAA 0 A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile("ExplosionParticleHeavy", 10, 0, random (0, 360), 2, random (20, 150))
	    TNT1 AAAA 0 A_CustomMissile("XDeath1", 10, 0, random (0, 360), 2, random (20, 150))
		TNT1 A 0 A_PlaySound("misc/xdeath")
		TNT1 A 0 A_Explode(100, 128)
		Goto Death
    Death:
		TNT1 A 0
	    TNT1 A 0 A_Fall
		TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
		TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_Jump(128, "Death2")
        BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        NJEX AAAAAAAAAAAAAAAAAA 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_SpawnItem("100SmallFireFocusSpawnerz")
		NJEX AAAAAAAAAAAAAAAAAA 10 Bright A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		NJEX A -1
        Stop
	Death2:
	    BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile("BurnParticles", 20, 0, random (0, 360), 2, random (50, 130))
        NJEX BBBBBBBBBBBBBBBBBB 3 Bright A_CustomMissile("BurnParticles", 10, 0, random (0, 360), 2, random (50, 130))
        TNT1 A 0 A_SpawnItem("100SmallFireFocusSpawnerz")
		NJEX BBBBBBBBBBBBBBBBBB 10 Bright A_CustomMissile("PlasmaSmoke", 15, 0, random (0, 360), 2, random (50, 130))
		NJEX B -1
        Stop
	XDEATH:
	DEATH.SSG:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_ChangeFlag("NOTARGET", 1)
	TNT1 A 0 A_PlaySound("misc/xdeath")
	     TNT1 AA 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 AA 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("MuchMeatDeath", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAA 0 A_CustomMissile ("BurningFlyingMeatPiece", 64, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
	Stop
    }
}









ACTOR LabgalXDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFactor 0.5
	+DOOMBOUNCE
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
	    
		TNT1 AAAAAA 0 A_CustomMissile ("WaterBloodCHecker", 24, 0, random (0, 360), 2, random (30, 60))
	    TNT1 AAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-15, 15))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 AA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (10, 90))
		 //TNT1 A 0 A_CustomMissile ("XDeath5", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAA 0 A_CustomMissile ("SuperGoreSpawner", 30, 0, random (0, 360), 2, random (30, 60))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath2b", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AAAA 0 A_CustomMissile ("XDeath3b", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece2", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 AA 0 A_CustomMissile ("XDeathSkinPiece1", 15, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (10, 90))

		 TNT1 A 0 A_CustomMissile ("XDeathHalfLabgalNoArmNoHead", 32, 0, random (0, 360), 2, random (10, 90))

		 TNT1 AAAAAAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (60, 90))
//		 TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (10, 90))
//		 TNT1 A 0 A_CustomMissile ("GibSargeBoot", 32, 0, random (0, 360), 2, random (10, 90))

		 TNT1 A 0 A_CustomMissile ("XDeathLabgalHeadOnXDeath", 32, 0, random (0, 360), 2, random (10, 90))
		 TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		 TNT1 A 1
		 TNT1 AAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
		 TNT1 A 0 ACS_NamedExecuteAlways("BD_CheckBloodIntensity", 0, 0, 0, 0)//Check Blood density
		 TNT1 A 2
		 Stop
		 
	LowBlood:
	    TNT1 A 2
		Stop
	LotsOfBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
		TNT1 AAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
	AbsurdBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (40, 90))
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("SuperGoreMist", 24, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SuperGoreSpawner2", 64, 0, random (0, 360), 2, random (20, 40))
		Stop
    }
}








ACTOR BrutalizedFScientist1
{
	Game Doom
	Radius 16
	Height 50
	Health 70
	bloodtype "DeadBlood"
	PainSound "fem/pain"
	PainChance 255
	Mass 999999
	-SOLID
	+SHOOTABLE
	+NORADIUSDMG
	+FLOORCLIP
	Scale 1.0
	States
	{
		Spawn:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		Pain:
		FFD1 A 15
		Goto DieNow

		DieNow:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedFScientistStop")
		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 ("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 AAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(2)
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, random (-2.5, 2.5), random (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem ("BrutalizedFScientist2")
		Stop






		Death.Fatality:
		Death.SuperPunch:
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, random (-2.5, 2.5), random (-2.5, 2.5), 5)
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("HasZManShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
		Stop

		Death.SSG:
		XDeath:
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, random (-2.5, 2.5), random (-2.5, 2.5), 5)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("LabgalXDeath", 0, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}

actor BrutalizedFScientistStop: DeadFormerScientist
{
    States
    {
		Spawn:
		FVVV ABCD 5 A_SpawnItem("brutal_FlyingBlood",0,5,0,1)
		FVVV D -1
		Stop
	}
}

ACTOR BrutalizedFScientist2: BrutalizedFormerScientist1
{
	States
	{
		Spawn:
		Pain:
		FFD1 B 15
		Goto DieNow

		DieNow:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedFScientistStop2")
		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))
		TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, random (-2.5, 2.5), random (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem ("BrutalizedFScientist3")
		Stop
	}
}

actor BrutalizedFScientistStop2: DeadFormerScientist
{
	States
	{
		Spawn:
		FFD3 AC 6 A_SpawnItem("brutal_FlyingBlood",0,5,0,1)
		FFD3 C -1   
		Stop
	}
}

ACTOR BrutalizedFScientist3: BrutalizedFormerScientist1
{
	States
	{
		Spawn:
		Pain:
		FFD1 C 15
		Goto DieNow

		DieNow:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedFScientistStop3")
		Stop

		Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 40, 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 ("XDeath2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, random (-2.5, 2.5), random (-2.5, 2.5), 5)
		FFD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("DeadLabgalFFD1H")
		Stop
	}
}


actor BrutalizedFScientistStop3: DeadFormerScientist
{
    States
    {
		Spawn:
		FFD3 ABC 6 A_SpawnItem("brutal_FlyingBlood",0,5,0,1)
		FFD3 C -1
		Stop
	}
}
	
actor LabgalBeatenDown: DeadFormerScientist
{
    States
    {
		Spawn:
		FSF1 L 1
		FSF1 L -1
		Stop
	}
}	
	


ACTOR BrutalizedFScientistLeg: BrutalizedFormerScientist1
{
	States
	{
		Spawn:
		Pain:
		FSSS A 15
		Goto DieNow

		DieNow:
		FSSS BCD 5
		FSSS G -1
		Stop

		Death:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 25, random (-2.5, 2.5), random (-2.5, 2.5), 5)
		TNT1 A 0 A_Recoil(4)
		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 AAAAAAAA 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 AAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		FF14 ABCDEF 5
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedFScientistLeg")
		Stop
	}
}



ACTOR VeryFuckedUpBrutalizedFScientistLeg: DeadFormerScientist
{
	Health 200 
	DamageFactor "ExplosiveImpact", 10.0
	States
	{
		Spawn:
		FF14 G -1
		Stop
		
		Death.ExplosiveImpact:	
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		FF14 ABCDEF 5
		TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 16, random (-2.5, 2.5), random (-2.5, 2.5), 5)
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedFormerScientistLeg2")
		Stop
	}
}
		  
ACTOR VeryFuckedUpBrutalizedFScientistLeg2: VeryFuckedUpBrutalizedFormerScientistLeg
{
	Health 200 
	States
	{
		Spawn:
		FF14 G -1 //ID15 E
		Stop
	}
}







