ACTOR RocketGuy: Shotgunguy1
{ 
  //$Title "Sergeant Rocket Launcher"
  //$Category XV117Monsters
	Health 126
	Radius 18//32SpriteW(125%=40)
	Height 51//55SpriteH(125%=69)
	Scale 1.06
	Mass 165
	Speed 4
	PainChance 180 
	PainChance "Kick", 255
	PainChance "Head", 255
	PainChance "Melee", 255
	damagefactor "SSG", 50.0
	PainChance "HelperMarineFatality", 255
	PainChance "MonsterKnocked", 255
	PainChance "ExplosiveImpact", 255
	damagefactor "Crush", 5.0
	damagefactor "DontCallTheBaron", 0.0
	damagefactor "TeleportRemover", 0.0
	damagefactor "GibRemoving", 0.0
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
	damagefactor "Shrapnel", 0.3
	damagefactor "Kick", 0.4
	BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
	Monster 
	-DOHARMSPECIES
	+FLOORCLIP 
	+DONTHARMSPECIES
	+AVOIDMELEE
	+MISSILEMORE
	SeeSound "grunt/sight" 
	PainSound "grunt/pain" 
	Deathsound "grunt/death" 
	ActiveSound "grunt/active"
	DropItem "RocketLauncherSpawner"
	Obituary "%o was splattered by the zombie's rocket." 
	Tag "Rocket Guy"
   States 
   { 
   Spawn: 
      RPOS AB 10 A_Look 
      Loop
	  
	See: 
		RPOS AAABBBCCCDDD 2 A_Chase 
		Loop 
	Missile: 
		TNT1 A 0 A_JumpIfInventory("RocketZombieAmmo", 1, "Reload")
		TNT1 A 0 A_ChangeFLag("NOPAIN", 1)
		TNT1 A 0 A_Jump(64, "Special")
		TNT1 A 0 A_JumpIfCloser(148, "FallBack")
		RPOS E 12 A_FaceTarget 
		RPOS F 12 Bright A_PlaySound("DSRFIRE",1)
		TNT1 A 0 A_GiveInventory("RocketZombieAmmo", 1)
		TNT1 A 0 Radius_Quake(3,10,0,30,0) //(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_CustomMissile("ZombieRocket", 58, 12, 0, 0)
		RPOS G 12 A_FaceTarget
		Goto See

	Reload:
		TNT1 A 0 A_TakeInventory("RocketZombieAmmo", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		RPOS E 4
		TNT1 A 0 A_PlaySound("Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		RPOS I 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		RPOS J 10
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		RPOS K 10
		TNT1 A 0 A_PlaySound("CLIPIN")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		RPOS LI 5
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		RPOS A 10
		Goto See
	  
	Special: 
		TNT1 A 0 A_JumpIfCloser(148, "FallBack")
		RPOS E 12 A_FaceTarget 
		RPOS F 12 Bright A_PlaySound("DSRFIRE",1)
		TNT1 A 0 A_GiveInventory("RocketZombieAmmo", 1)
		TNT1 A 0 Radius_Quake(3,10,0,30,0) //(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_CustomMissile("ZombieRocket2", 58, 12, 0, 0)
		RPOS G 12 A_FaceTarget
		Goto See
	  
	  
	  
	  
	  	FallBack:
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 51,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	RPOS D 2 A_FaceTarget
	RPOS D 2 A_Recoil(2)
	TNT1 A 0 A_jump(64, "Missile")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 51,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	RPOS C 2 A_FaceTarget
	RPOS C 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 51,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	RPOS B 2 A_FaceTarget
	RPOS B 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 51,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	RPOS A 2 A_FaceTarget
	RPOS A 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 51,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	RPOS D 2 A_FaceTarget
	RPOS D 2 A_Recoil(2)
	TNT1 A 0 A_jump(64, "Missile")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 51,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	RPOS C 2 A_FaceTarget
	RPOS C 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 51,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	RPOS B 2 A_FaceTarget
	RPOS B 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 51,0)
	TNT1 A 0 A_SpawnItem ("LegTarget4", 20)
	RPOS A 2 A_FaceTarget
	RPOS A 2 A_Recoil(2)
	GOto Missile
	  
 Pain.Head:
 Pain:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 10)
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		RPOS H 5
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		RPOS H 5 A_Pain
		TNT1 A 0 A_Jump(196, "Missile")
		Goto See
        TNT1 AAAAA 0
        TNT1 A 0 A_Pain
        ID11 H 6
        Goto GetUp
		
	Pain.Melee:
	    TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("SKShotgunGuy", 1, "GotoStealthKill")
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 6)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 51,0)
		SPOS G 4
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 51,0)
		SPOS G 4 A_Pain
		Goto See
        TNT1 AAAAA 0
        TNT1 A 0 A_Pain
        ID11 H 8
		ID11 S 35
        TNT1 A 0 A_TakeInventory("IsDown", 1)
		ID11 T 10
        Goto See


	Pain.ExplosiveImpact:
	Pain.ExtremePunches:
	Pain.Explosive:
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	         TNT1 A 0
	         TNT1 A 0 A_Pain
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
		 		    TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
         TNT1 A 0 A_GiveInventory("IsDown", 1)
        TNT1 A 0 ThrustThingZ(0,40,0,1)
         SPO4 UUVWXY 4
		Goto FallingAfterImpact


	


	Pain.LowKick:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory("IsDown", 1, "Death.LowKick")
		Goto Pain
		
	Death.LowKick:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_GiveToTarget("IsCurbstompingSergeant", 1)
        Stop			

    Pain.Kick:
	Pain.HeavyImpact:
         TNT1 A 0
		 TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
         ID11 G 1 A_Pain
		 TNT1 A 0 A_GiveInventory("IsDown", 1)
		 TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
        TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		//ID11 E 1 A_Chase ("","")
		SPO4 U 1 A_facetarget
        SPO4 U 3 ThrustThing(angle*256/360+128, 10, 0, 0)
        SPO4 UVWXY 3
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		Goto FallingAfterImpact
		
		FallingAfterImpact:
		ID11 H 1 A_GiveInventory ("FallingHeight", 1)
		ID11 H 1 A_CheckFloor ("GetUp")
		NULL A 0 A_JumpIf (momz == 0, "GetUp")
		Loop
		
	GetUp:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("IsDown", 1)
		TNT1 A 0 A_SpawnItem("LargeMassWaterImpact")
		TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		TNT1 A 0 A_ChangeFlag("SOLID", 0)
		TNT1 A 0 A_ChangeFLag("GHOST", 1)
		TNT1 A 0 A_JumpIfInventory ("FallingHeight", 4, "FallingDie")
		IR11 SSSSSSSSS 5 A_JumpIf(momz < 0, "FallingAfterImpact")
		TNT1 A 0 A_TakeInventory("FallingHeight", 100)
        
		IR11 T 10
		TNT1 A 0 A_ChangeFlag("FORCEXYBILLBOARD", 0)
		TNT1 A 0 A_TakeInventory("IsDown", 1)
		TNT1 A 0 A_ChangeFlag("SOLID", 1)
       Goto See
		 
	FallingDie:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_JumpIfInventory ("FallingHeight", 15, "Death.Stomp")
	TNT1 A 0 A_JumpIfInventory ("FallingHeight", 10, "FallingSuperDeath")
	TNT1 A 0 A_JumpIfInventory ("FallingHeight", 4, "FallingDeath")
		
	FallingDeath:
	TNT1 A 0
	TNT1 A 0 A_Scream
	TNT1 A 0 A_NoBLocking
	TNT1 A 0 A_Stop
	TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (50, 130))
	ID11 EF 2
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_SpawnItem("DeadShotgunguy")
	Stop
	
	FallingSuperDeath:
	TNT1 A 0
	TNT1 A 0 A_XScream
	TNT1 A 0 A_NoBLocking
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	Goto Death.ExplosiveImpact+1

    Pain.KillMe:
        TNT1 A 0
        Goto Missile
    Death.KillMe:
    Death.Taunt:
	    TNT1 A 0 A_ChangeFlag("SOLID", 0)
        TNT1 A 0 A_SpawnItem("ShotgunGuy")
        Stop
		
Death.MonsterShotgunBullet:
Death.Shotgun:
        TNT1 A 0 A_Jump(42, "Death.Shotgunontheface")
	 TNT1 A 0 A_JumpIfCloser(100, "Death.Blast")
		
		TNT1 A 0 A_JumpIfCloser(320, "Death.Shotgunontheface")
		Goto Death
		
	Death.Shotgunontheface:	
	Death.HeavyImpact:
	    TNT1 A 0
		TNT1 A 0 A_ChangeFlag("SLIDESONWALLS", 0)
		TNT1 A 0 A_Jump(24, "Death.ARm")
		TNT1 A 0 A_Jump(128, "DeathShotgunFly")
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_Jump(128, "DeathShotgunontheface2")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_Pain
		SPOS H 1 A_FaceTarget
		TNT1 A 0 A_Recoil(13)
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_CustomMissile ("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))
        SPO4 ABCD 4
		SPO4 EFGHIJ 4 A_JumpIf((MomY == 0), "DSFStop")
		Goto DSFStop+1
		
	DSFStop:
		TNT1 A 0 A_SpawnItem("Ploft3")
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
		TNT1 A 0 A_SpawnItem("DeadShotgunguySPO4J")
		Stop
	
	DeathShotgunontheface2:	
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_Pain
		SPOS H 1 A_FaceTarget
		TNT1 A 0 A_Scream
		TNT1 A 0 A_Recoil(13)
		TNT1 A 0 ThrustThingZ(0,20,0,1)
		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))
        SPO4 KLMN 4
		SPO4 OPQRST 4 A_JumpIf((MomY == 0), "DSFStop2")
		Goto DSFStop2+1
		
	DSFStop2:
	TNT1 A 0 A_SpawnItem("Ploft3")
	TNT1 A 0 A_Stop
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 2, 0, random (170, 190), 2, random (0, 0))
		TNT1 A 0 A_SpawnItem("DeadShotgunguySPO4T")
		Stop
		
	DeathShotgunFly:
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0 A_ChangeFLag("SLIDESONWALLS", 0)
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (6)
        SPO4 U 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
		SPO4 U 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
		SPO4 V 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
		SPO4 W 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		SPO4 X 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		SPO4 Y 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguy1")
        Stop
	TakeASit:
	    TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 6, 0, random (170, 190), 2, random (0, 40))
	    SPO4 U 5
	    TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItemEx("DeadShotgunguy_Slumped", 10)
		Stop	

    Death.Eat:
	    TNT1 A 0
		TNT1 A 0 A_NoBlocking
	    TNT1 A 0 A_Scream
        TNT1 A 0 A_GiveToTarget("SergeantFatality",1)
        Stop
		
	Death.ShotgunonthefaceArm:	
		TNT1 A 0
		TNT1 A 0 A_Jump(128, "Death.Arm")
	    TNT1 A 0 ThrustThingZ(0,40,0,1)
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
        TNT1 AA 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
         ID11 OP 15
         TNT1 A 0 A_SpawnItem ("DeadShotgunGuy_NoArm")
		 Stop

GotoStealthKill:
		TNT1 A 1
		TNT1 A 0 A_Explode(100, 1, 1)
		TNT1 A 1
		Goto See

    Death.Melee:
	
       TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
	   		TNT1 A 0 A_JumpIfInventory ("SKShotgunGuy", 1, "StealthKill")
         Death.Kick:
		 TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		 TNT1 A 0 A_Scream
         TNT1 A 0 A_NoBlocking
        TNT1 A 0 ThrustThingZ(0,30,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (8)
         SPO4 UUVWXY 4
         TNT1 A 0 A_SpawnItem("DeadShotgunguy")
         Stop

    

	Death:
       TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
       
        TNT1 A 0 A_Jump(96, "Death.Arm")
	Death.MinorLeg:	
	    TNT1 A 0 A_Jump(48, "Death.Leg")
		SPOS H 5 A_Scream
		SPOS I 5 
		SPOS J 5 A_NoBlocking
		SPOS K 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem("DeadShotgunguy")
		Stop
		
	Death.Down:
	Death.Trample:
        TNT1 A 0 
        TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 2, 0, random (0, 360), 2, random (0, 40))
		ID11 H 12
        TNT1 A 0 A_SpawnItem("DeadShotgunguy")
		Stop	

     Death.Leg:
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 35, 0, random (0, 360), 2, random (0, 160))
        SPO3 A 9 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Playsound ("grunt/death")
		SPO3 B 3 
		SPO3 C 3 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx ("SergeantGotHisLegBlowed",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        Stop
		
	LeaveCrawling:
	     TNT1 A 0
		 TNT1 A 0 A_SpawnItemEx ("DyingSergeantNoLeg",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		 TNT1 A 0
		 Stop

    Death.Arm:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeathArm2", 35, 0, random (0, 360), 2, random (0, 160))
        SPO5 A 9 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItemEx ("DyingSergeant",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        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(-200, "HeavyHead")
		TNT1 A 0 A_JumpIfHealthLower(-50, "Death.HeadExplode")
		TNT1 A 0 A_JumpIfInTargetInventory("RandomHeadExploder", 1, "HeadExploder")
	Death.HeadMinor:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_Jump(142, "DeathMinorHead4")
		TNT1 A 0 A_Jump(42, "Death.MinorHeadLong")
        TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 50, 0, random (0, 360), 2, random (0, 360))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (100, 130), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (90, 110), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (100, 130), 2, random (0, 160))
		TNT1 A 0 A_Scream
		SPOS TTTTUU 2 A_CustomMissile ("Brutal_LiquidBlood", 40, 0, 120, 2, random (0, 60))
		SPOS VVV 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, 120, 2, random (60, 120))
		TNT1 A 0 A_NoBlocking 
		SPOS XXXYYY 2 A_CustomMissile ("Brutal_LiquidBlood2", 20, 0, random (0, 360), 2, random (60, 120))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySPOSZ")
		Stop
		
		Death.MinorHeadLong:
		TNT1 A 0
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DyingShotgunguyHitInEye")
		Stop
		
		DeathMinorHead4:
	    TNT1 A 0
	    TNT1 A 0 A_Pain
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("Brains4", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 A 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		
		13DG J 6 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		13DG KL 8
		
		TNT1 A 0 A_Scream
		13DG M 6 A_NoBlocking
		
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguy13DGN")
		Stop


	Death.headExplode:
        
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 50)
		TNT1 A 0 A_NoBlocking
        SPDH AAAAABBBBBBBBBBCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
		SPDH DDDDEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (60, 120))
		SPDH EEEEEEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 5, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        TNT1 A 0 A_SpawnItem("DeadShotgunguySPDHE")
		Stop

    HeavyHead:	
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(10)
		TNT1 A 0 ThrustThingZ(0,35,0,1)
		TNT1 AA 0 A_CustomMissile ("MuchBlood", 50, 0, random (0, 360), 2, random (10, 170))
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("BrainsSergeantHeadPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAAA 0 A_CustomMissile ("SmallBrainPiece", 40, 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
		SOSL GHIJK 6
		SOSL LLLLLLLLLLLLLLLLLLL 4 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (10, 40))
		SOSL L -1
		Stop

	Death.decaptate:
        TNT1 AAAAAAA 0 A_CustomMissile ("Blood", 50, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
        TNT1 A 0 A_CustomMissile ("XDeathSergeantHeadBeheaded", 50, 0, random (0, 360), 2, random (40, 90))
        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)

		TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        SPDH AAAAABBBBBBBBBBCCCCC 2 A_CustomMissile ("Brutal_LiquidBlood2", 30, 0, random (0, 360), 2, random (60, 120))
		SPDH DDDDDDEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 10, 0, random (0, 360), 2, random (60, 120))
		SPDH EEEEEEEEEEEE 2 A_CustomMissile ("Brutal_LiquidBlood2", 5, 0, random (0, 360), 2, random (10, 40))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySPDHE")
		Stop

        Death.Saw:
TNT1 A 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 4, random (-2.5, 2.5), random (-2.5, 2.5), 5)
		Death.cut:
TNT1 AA 0 A_SpawnItemEx("HealthCrueltyBonus2", 0, 0, 4, random (-2.5, 2.5), random (-2.5, 2.5), 5)
		Death.HKFT:
        TNT1 A 0
        TNT1 A 0 A_Jump(96, "Death.Arm")
        Goto Death.Tear

	    Death.cutless:
        TNT1 A 0
       TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
        TNT1 A 0 A_Jump(16, "Death")
		TNT1 A 0 A_Jump(38, "Death.Cut")
		TNT1 A 0 A_Jump(32, "Death.Tear")
				TNT1 A 0 A_Jump(10, "Death.SSG")
		TNT1 A 0 A_Jump(9, "Death.LegMassacre")
		TNT1 A 0 A_Jump(20, "Death")
        Goto Death.Minigun
 
        Death.Tear:
        TNT1 AAA 0 A_CustomMissile ("MuchBlood", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 O 0 A_NoBlocking
	    SP2X AA 8
        TNT1 A 0 A_CustomMissile ("XDeath4", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RipSergeant", 0, 0, random (0, 360), 2, random (0, 160))
        SP2X BBCD 8
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySP2XE")
		Stop
		
        Death.Minigun:
        TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Scream
		TNT1 O 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BrutalizedSergeant1", 1)
		Stop

        Death.LegMassacre:
        TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Scream
		TNT1 O 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem ("BrutalizedSergeantLeg", 1)
		Stop
		
	Death.Blast:
	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_Jump(128, "Death.Blast2")
		TNT1 A 0 A_Scream
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		ZXZ7 A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZXZ7 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		ZXZ7 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		ZXZ7 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_SpawnItem("DeadShotgunguyZXZ7E")
	    Stop
		
	Death.Blast2:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 42, 0, random (0, 360), 2, random (0, 40))
	    TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("Xdeath2", 16, 0, random (130, 210), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		ZXZ6 A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZXZ6 BBBBBBBBBBBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		ZXZ6 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		ZXZ6 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		TNT1 A 0 A_SpawnItem("DeadShotgunguyZXZ6E")
	    Stop
		
	Death.SSG:
	    SZD1 E 1 A_Pain
		SZD1 E 1 A_FaceTarget
		
	    TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 35, 0, random (170, 190), 2, random (0, 40))
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeath2", 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 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_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 ("XDeathSergeantHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        SZD1 EEFFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD1H")
        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.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.SuperPunch:
	  Death.ExtremePunches:
		 TNT1 A 0
		 //TNT1 A 0 A_JumpIfInTargetInventory("HeavyStrikeUpper", 1, "HeavyPunchUpper")
		 TNT1 A 0 ThrustThingZ(0,45,0,1)
		 Goto Death.SSG
		 
	HeavyPunchRight:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustTHing(angle*256/360+64, 10, 0)
		Goto BlownAwayRight
		
	HeavyPunchLeft:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 ThrustTHing(angle*256/360+192, 10, 0)
		Goto BlownAwayLeft
	
	

	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.Fatality:
	TNT1 A 0
	TNT1 A 0 A_Pain
	TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
	Goto Death.ExplosiveImpact
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_Jump(255, "Death.Fatality1", "Death.Fatality1", "Death.Fatality2")
		
	Death.Fatality1:	
        TNT1 A 0 A_GiveToTarget("SergeantFatality", 1)
        Stop
    Death.Fatality2:    
		TNT1 A 0 A_GiveToTarget("SergeantFatality2", 1)
        Stop

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("GrabbedAEvilmarine", 1)
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
        Stop

		
	Death.HelperMarineFatallity:	
	Death.BHFT:
	Death.RVFT:
		TNT1 A 0
	    TNT1 A 1 A_Pain
		TNT1 A 0 A_Chase("","")
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking        
		TNT1 A 0 A_GiveToTarget("SergeantFatality", 1)
		Stop	
		
    Death.fire:
    Death.burn:
    Death.flames:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("BurningZombieMan", 0, 7)
        //TNT1 A 0 A_SpawnItem("BurningShotgunguy", 0, 10)
      Stop

	XDeath:
		TNT1 A 0 A_XScream
  	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_FaceTarget
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 42, 0, random (0, 190), 2, random (10, 60))
		TNT1 AAA 0 A_CustomMissile ("XDeath3", 42, 0, random (0, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath2", 42, 0, random (0, 190), 2, random (10, 60))
		TNT1 A 0 A_CustomMissile ("XDeath4", 42, 0, random (0, 190), 2, random (10, 60))
        TNT1 A 0 A_CustomMissile ("SargeXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
		
	Death.Desintegrate:
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
		TNT1 A 0 A_Stop
		TGIB ABCDEFGHIJKLMNOPQ 3
		TGIB Q -1
      Stop
	
		
	Crush:
	Death.Stomp:
	    Death.Stomp:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		SPOS IJK 2
	    TNT1 AA 0 A_SpawnItem("MeatDeathSmall")
		TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath2b", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath3b", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("CrushedRemains")
		TNT1 A 1
		TNT1 A 1 A_XScream
		Stop
	
	Death.ExplosiveImpact:
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_FaceTarget
		TNT1 A 1
		TNT1 A 0 A_JumpIf(angle < 180, "IsFacingNorth")
		TNT1 A 0 A_JumpIf(velx < 0, "BlownAwayRight")
		TNT1 A 0 A_JumpIf(velx > 0, "BlownAwayLeft")
		Goto XDeath
		IsFacingNorth:
		TNT1 A 0 A_JumpIf(velx > 0, "BlownAwayRight")
		TNT1 A 0 A_JumpIf(velx < 0, "BlownAwayLeft")
		Goto XDeath
		
	BlownAwayLeft:	
		TNT1 A 0
		TNT1 A 0 A_Jump(96, "Death.LandMine")
	    TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
	    TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("BloodMistLarge", 40, 0, random (0, 360), 2, random (20, 90))
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_Xscream
	    SXSX GHIJKLM 3 A_CustomMissile ("Brutal_FlyingBlood", 0, 0, 0, 2, 90)
		TNT1 A 0 A_CheckFloor("Land8473")
		SXSX GHIJKLMGHIJKLM 5 A_CheckFloor("Land8473")
		Land8473:
		SXSX N 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadSergeantSXSXO")
		Stop
		
	BlownAwayRight:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_Jump(96, "Death.Hammered")
		TNT1 A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
	    TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathZombieLeg", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("BloodMistLarge", 40, 0, random (0, 360), 2, random (20, 90))
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItemEx("BloodMist", 0, 0, 50, velx, vely, velz, 0, SXF_ABSOLUTEVELOCITY)
	    SXS2 GHIJKLM 3 A_CustomMissile ("Brutal_FlyingBlood", 0, 0, 0, 2, 90)
		TNT1 A 0 A_CheckFloor("Land8472")
		SXS2 GHIJKLMGHIJKLM 5 A_CheckFloor("Land8472")
		Land8472:
		SXS2 N 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem("DeadSergeantSXS2O")
		Stop	
		
	Death.Hammered:
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	TNT1 A 0
	TNT1 A 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Jump(96,"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 ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeath3", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAA 0 A_CustomMissile ("BloodMistLarge", 40, 0, random (0, 360), 2, random (20, 90))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 ThrustThingZ(0,30,0,1)
	    ID14 AB 5
		ID14 CDEF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		ID14 FFFFFF 5 A_CheckFloor ("Dead.ExplosiveImpact")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedSergeantLeg")
		Stop
		
		Dead.ExplosiveImpact:
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("VeryFuckedUpBrutalizedSergeantLeg")
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 A 0 A_SpawnItem ("MuchBlood")
		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 ("XDeathSargeLeg1", 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 AAAAAA 0 A_CustomMissile ("BloodMistLarge", 40, 0, random (0, 360), 2, random (20, 90))
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	ID16 A 1 A_Scream
	    ID16 A 9
		ID16 BCD 9 A_CheckFloor ("Dead.Landmine")
		ID16 DDDD 9 A_CheckFloor ("Dead.Landmine")
		TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1)
		Stop		
	
		Dead.Landmine:
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoLeg", 1)
		TNT1 A 0 A_SpawnItem ("Ploft")
		TNT1 A 0 A_SpawnItem ("MuchBlood")
		Stop
	
	Raise:
		SPOS L 5
		SPOS KJIH 5
		Goto See
     
		
	StealthKill:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInTargetInventory("FistsSelected", 1, 1)
	Goto Death
	TNT1 A 0 A_GiveToTarget("GoFatality", 1)
	TNT1 A 0 A_GiveToTarget("SKShotgunGuy", 1)
	TNT1 A 0 A_Fall
	//TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_Die("Stealthy")
	TNT1 A 1
	
	TNT1 A 1
	Stop
	Death.Stealthy:
	TNT1 A 0
	Stop
	
	Death.Ice:
	Death.Freeze:
	Death.Frost:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_SpawnItem("FrozenShotgunguy")
	Stop
	
	Death.Minigun:
	Death.Massacre:
	Goto Death
	}
}

ACTOR ZombieRocket: Rocket
{
	Radius 10
	Height 8
	Projectile
	Speed 45
    Damage 25
	DamageType Explosive
    MeleeDamage 0
    Gravity 0.00
	Scale 0.7
    Decal "Scorch"
	-ROCKETTRAIL
    -NOGRAVITY
    +EXTREMEDEATH
    +BLOODSPLATTER 
	+THRUSPECIES
	+MTHRUSPECIES
	SeeSound "HEAT"
	DeathSound "Explosion"
	Obituary "$OB_MPROCKET"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("CheckIfDM", 0, 0, 0, 0)//Check if Coop

	Spawn1:
	    MISL A 1 Bright 
		TNT1 A 0 A_PlaySound("DSRLAUN")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "SpawnUnderwater")
		TNT1 A 0 A_SpawnItem("RocketFlare",-20,0)
		//TNT1 A 0 A_CustomMissile ("RocketSmokeTrail52", 2, 0, random (70, 110), 2, random (0, 360))
		//TNT1 A 0 A_SpawnItem ("RocketSmokeTrail52")
		
		//TNT1 A 0 A_CustomMissile ("RocketSmokeTrail52Moving", 2, 0, random (160, 210), 2, random (-30, 30))
		//TNT1 A 0 A_SpawnItem ("RocketSmokeTrail52")
		TNT1 A 0 A_SpawnItem ("OldschoolRocketSmokeTrail2")
		TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrail2", 2, 0, random (160, 210), 2, random (-30, 30))
		Loop
	
	SpawnUnderwater:
	    TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
		TNT1 A 0 A_SpawnItem("RocketFlare",-20,0)
	    TNT1 A 0 A_CustomMissile ("BUBULZ", 0, 0, random (0, 360), 2, random (0, 180))
	    Goto Spawn1
	
	Death:
        EXPL A 0 Radius_Quake (3, 8, 0, 15, 0)//(intensity, duration, damrad, tremrad, tid)
        TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 AAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("ExplosionParticleVeryFast", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAA 0 A_CustomMissile ("MediumExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        EXPL AAAAA 0 A_CustomMissile ("ExplosionSmokeFast22", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx ("ZombieRocketExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 0 A_SpawnItemEx ("RocketPenetrator",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)
		//TNT1 AA 0 A_SpawnItem("SuperExpensiveParticleSpawner")
		TNT1 A 2
		TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		TNT1 A 20
		//TNT1 AAAAAAAAAAAAA 3 A_CustomMissile ("HeavyExplosionSmoke", 2, 0, random (0, 360), 2, random (0, 360))
		Stop
	}
}


ACTOR ZombieRocket2
{
	Radius 10
	Height 8
	Projectile
	Speed 25
	Damage 15
	Health 10
	DamageType Explosive
	MeleeDamage 0
	Gravity 0.00
	Scale 0.7
	Decal "Scorch"
	PROJECTILE
	-ROCKETTRAIL
	-NOGRAVITY
	+EXTREMEDEATH
	+BLOODSPLATTER 
	+THRUSPECIES
	+MTHRUSPECIES
	+THRUGHOST
	+SEEKERMISSILE
	+SHOOTABLE
	-NONSHOOTABLE
	-NOBLOCKMAP
	+BLOODLESSIMPACT
	+NOBLOOD
	SeeSound "HEAT"
	DeathSound "Explosion"
	Obituary "$OB_MPROCKET"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_NamedExecuteAlways("CheckIfDM", 0, 0, 0, 0)//Check if Coop

	Spawn1:
	    MISL A 1 Bright 
		TNT1 A 0 A_SeekerMissile (4,8)
		TNT1 A 0 A_PlaySound("DSRLAUN")
		TNT1 A 0 A_JumpIf(waterlevel > 1, "SpawnUnderwater")
		TNT1 A 0 A_SpawnItem("YellowFlareSmall",-20,0)
		//TNT1 A 0 A_CustomMissile ("RocketSmokeTrail52", 2, 0, random (70, 110), 2, random (0, 360))
		//TNT1 A 0 A_SpawnItem ("RocketSmokeTrail52")
		
		//TNT1 A 0 A_CustomMissile ("RocketSmokeTrail52Moving", 2, 0, random (160, 210), 2, random (-30, 30))
		//TNT1 A 0 A_SpawnItem ("RocketSmokeTrail52")
		TNT1 A 0 A_SpawnItem ("OldschoolRocketSmokeTrail2")
		TNT1 A 0 A_CustomMissile ("OldschoolRocketSmokeTrail2", 2, 0, random (160, 210), 2, random (-30, 30))
		Loop
	
	SpawnUnderwater:
	    TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
		TNT1 A 0 A_SpawnItem("RocketFlare",-20,0)
	    TNT1 A 0 A_CustomMissile ("BUBULZ", 0, 0, random (0, 360), 2, random (0, 180))
	    Goto Spawn1
	
	Death:
        EXPL A 0 Radius_Quake (3, 8, 0, 15, 0)//(intensity, duration, damrad, tremrad, tid)
        TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("UnderwaterExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 AAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAAAAA 0 A_CustomMissile ("ExplosionParticleVeryFast", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAA 0 A_CustomMissile ("MediumExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        EXPL AAAAA 0 A_CustomMissile ("ExplosionSmokeFast22", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx ("ZombieRocketExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 0 A_SpawnItemEx ("RocketPenetrator",cos(-pitch)*42,0,0+(sin(pitch)*42),cos(-pitch)*40,0,sin(pitch)*40,0,SXF_TRANSFERPITCH)
		//TNT1 AA 0 A_SpawnItem("SuperExpensiveParticleSpawner")
		TNT1 A 2
		TNT1 A 0 A_SpawnItemEx ("LiquidExplosionEffectSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_PlaySound("FAREXPL", 3)
		TNT1 A 20
		//TNT1 AAAAAAAAAAAAA 3 A_CustomMissile ("HeavyExplosionSmoke", 2, 0, random (0, 360), 2, random (0, 360))
		Stop
	}
}

Actor ZombieRocketExplosion
{
+NOBLOCKMAP
+MISSILE
Damagetype ExplosiveImpact
States    {
    Spawn:
	TNT1 A 0
		TNT1 A 0 A_PlaySound("EXSWEET", CHAN_BODY)
TNT1 A 0 A_Explode(25,100, 0)
        Stop}}
		