//=========================================================
// XV117 Monster Expansion 1.2
//
// Main Gore Library
//
// Needed for Monsters
//=========================================================
ACTOR ChainMajorXDeath
{
    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 A 0 A_SpawnItem("BloodSplasher3")
	    TNT1 AAAAAAAAAAAAAAA 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 (0, 160))
		 TNT1 AA 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_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
		 //TNT1 AA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 //TNT1 A 0 A_CustomMissile ("XDeath5", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("Gib_HalfChaingunMajorNoArmNoHead", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathSargeLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("GibSargeBoot", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathSergeantHeadOnXDeath", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		 
		 TNT1 A 1
		 TNT1 A 2
		 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		 Stop
		 
	LowBlood:
	    TNT1 A 2
		Stop
	LotsOfBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (20, 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 (20, 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 CyberNobleXDeath
{
    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 A 0 A_SpawnItem("BloodSplasher3")
	     TNT1 A 0 A_CustomMissile ("XDeathCyberKnightTorso", 32, 0, random (0, 360), 2, random (0, 160))
	     TNT1 A 0 A_CustomMissile ("XDeathCyberKnightArm", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeathCyberKnightLeg", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 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_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		
		 TNT1 A 1
		 TNT1 A 2
		 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		 Stop
		 
	LowBlood:
	    TNT1 A 2
		Stop
	LotsOfBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (20, 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 (20, 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 RipHFQSZ
{
    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 ("XDeathHalfHFQSZ", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
	Death:
	    TNT1 A 0
        Stop
    }
}

ACTOR HFQSZXDeath
{
    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 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
	     TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
         TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 A 0 A_CustomMissile ("XDeathHFQSZArm1", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 //TNT1 A 0 A_CustomMissile ("XDeath5", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathGuts", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHFQSZLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHFQSZHead", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	Death:
	    TNT1 A 0
        Stop
    }
}

ACTOR XDeathHalfHFQSZ
{
    Radius 8
    Height 8
    Scale 1.0
	Speed 6
	Mass 4
	Decal BrutalBloodSplat
	BounceFactor 0.2
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
		QP3X F 12
		Loop
    Death:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
        QP3X F 1 A_SpawnItem("Gib_HalfHFQSZ",0,0,0,1)
        TNT1 A 0
        Stop
    }
}

actor Gib_HalfHFQSZ: BigGibBase
{
    States
    {
    Spawn:
QP3X G 1900 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
       Loop    
    }
}

ACTOR XDeathHalfChaingunMajorNoArmNoHead
{
    Radius 8
    Height 8
    
	Speed 10
	Gravity 0.7
	Mass 4
	Decal BrutalBloodSplat
	BounceFactor 0.01
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
	Scale 1.55
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
		4CH7 ABCDEFGH 4
		Loop
    Death:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
        TNT1 AAA 0 A_SpawnItem("Blood", 0, 5)
		TNT1 A 0 A_SpawnItem("Gib_HalfChaingunMajorNoArmNoHead",0,0,0,1)
        Stop
    }
}

actor Gib_HalfChaingunMajorNoArmNoHead: BigGibBase
{
Scale 1.55
    States
    {
    Spawn:
4CH7 I 2000
       Loop    
	}
}	

ACTOR XDeathCyberKnightArm: XDeathArm1
{
    Scale 1.1
    Speed 12
	BounceFactor 0.4
	BounceCount 3
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		G0RB ABCD 4 A_CustomMissile ("Brutal_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    G0RB E 1
        TNT1 A 0 A_SpawnItem ("Gib_CyberKnightArm", 1)
        Stop
    }
}

actor Gib_CyberKnightArm: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
        G0RB E 1900 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
       Loop
Death.plasma: Death.Burn: Death.Flames:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 AAAAAAA 0 A_CustomMissile ("BloodTr", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("Xdeath1", 0, 0, random (0, 360), 2, random (0, 360))
Stop
	}
}

ACTOR XDeathCyberKnightLeg: XDeathArm1
{
    Scale 1.1
    Speed 12
	BounceFactor 0.4
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		G0RA ABCD 4 A_CustomMissile ("Brutal_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    G0RA A 1
        TNT1 A 0 A_SpawnItem ("Gib_CyberKnightLeg", 1)
		Stop
    }
}

actor Gib_CyberKnightLeg: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
        G0RA A 1900 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
       Loop
Death.plasma: Death.Burn: Death.Flames:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 AAAAAAA 0 A_CustomMissile ("BloodTr", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("Xdeath1", 0, 0, random (0, 360), 2, random (0, 360))
Stop
	}
}

ACTOR XDeathCyberKnightTorso: XDeathArm1
{
    Scale 1.3
    Speed 12
	BounceFactor 0.4
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		G0RC ABCD 4 A_CustomMissile ("Brutal_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    G0RC E 1
        HNDC A 0 A_SpawnItem("Gib_CyberKnightTorso",0,0,0,1)
        Stop
    }
}

actor Gib_CyberKnightTorso: LimbBase
{
    Scale 1.3
    States
    {
    Spawn:
        G0RC E 1900 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
       Loop
Death.plasma: Death.Burn: Death.Flames:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 AAAAAAA 0 A_CustomMissile ("BloodTr", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("Xdeath1", 0, 0, random (0, 360), 2, random (0, 360))
Stop
	}
}

ACTOR XDeathHFQSZArm1
{
    Radius 8
    Height 8
    Scale 0.8
	Speed 8
	Mass 1
    gravity 0.5
	Decal BrutalBloodSplat
	BounceFactor 0.4
	BounceCount 3
	+DOOMBOUNCE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    +MISSILE
    seesound "bloood"
    deathsound "bloood"
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		QARM ABCDEFGH 5 A_CustomMissile ("brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
	    QARM X 1
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
        QARM X 0 A_SpawnItem("Gib_HFQSZ_Arm")
        Stop
    }
}

actor Gib_HFQSZ_Arm: LimbBase
{
    Scale 0.8
    States
    {
    Spawn:
QARM X 1900 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
       Loop
    Death.plasma: Death.Burn: Death.Flames:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibHFQSZHand", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibHFQSZArmPart", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    QARM XX 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathHFQSZArm1Kicked", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	QARM ABCDEFGH 3
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	QARM GH 3
	QARM ABCDEFGHABDCEFGHABCDEFGH 3 A_CheckFloor("Landz")
	Goto Landz
	Landz:
	QARM X 0 A_SpawnItem("Gib_HFQSZ_Arm")
	Stop
}}

ACTOR XDeathHFQSZArm1Kicked: XDeathArm1
{
+ACTIVATEMCROSS
+ACTIVATEIMPACT
+CANUSEWALLS
    States
    {
    Spawn:
	    TNT1 A 0 A_ChangeFlag("NOCLIP", 1)
	    QARM A 2
		TNT1 A 0 A_ChangeFlag("NOCLIP", 0)
		TNT1 A 0
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		QARM ABCDEFGH 3 A_CustomMissile ("brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
		Goto Spawn+3
	}
}

actor GibHFQSZArmPart: TinyGib
{
    Scale 0.8
    States
    {
Spawn:
QARM Z 1
       Loop
    Death:
QARM Z 1
       Loop
}}

actor GibHFQSZHand: TinyGib
{
    Scale 0.8
    States
    {
Spawn:
QARM Y 1
       Loop
    Death:
QARM Y 1
       Loop
}}


ACTOR XDeathHFQSZArm2: XDeathArm1
{
	Speed 10
}

// QSZ LEG

ACTOR XDeathHFQSZLeg1: XDeathHFQSZArm1
{
    Scale 1.1
    Speed 8
	Gravity 0.4
	BounceFactor 0.4
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		LEGQ ABCDEFGH 5 A_CustomMissile ("brutal_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
	    LEGQ A 1
	    LEGQ A 0 A_SpawnItem("Gib_HFQSZLeg",0,0,0,1)
        Stop
    }
}

actor Gib_HFQSZLeg: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
	    LEGQ A 1900 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
       Loop
    Death.plasma:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibHFQSZLegPart", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibHFQSZBoot", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    LEGQ A 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathHFQSZLeg1", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
		
			Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	LEGQ ABCDEFGH 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	LEGQ ABCDEFGH 5
	XDT5 I 0 A_SpawnItem("Gib_HFQSZLeg")
	Stop	
		
		}}

actor GibHFQSZLegPart: TinyGib
{
    Scale 1.1
    States
    {
Spawn:
	    LEGQ Z 1
       Loop
    Death:
	    LEGQ Z 1
       Loop
}}

actor GibHFQSZBoot: TinyGib
{
    Scale 1.1
    States
    {
Spawn:
	    LEGQ Y 1
       Loop
    Death:
	    LEGQ Y 1
       Loop
}}



ACTOR XDeathHFQSZLeg2: XDeathHFQSZArm1
{
    Scale 1.1
    Speed 8
	Gravity 0.4
	BounceFactor 0.4
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		LEGQ ABCDEFGH 5 A_CustomMissile ("brutal_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
	    LEGQ E 1
	    LEGQ A 0 A_SpawnItem("Gib_HFQSZLeg2",0,0,0,1)
        Stop
    }
}

actor Gib_HFQSZLeg2: Gib_HFQSZLeg
{
    Scale 1.1
    States
    {
    Spawn:
	    LEGQ E 1900 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
       Loop
    Death.plasma:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibHFQSZLegPart", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibHFQSZBoot", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    LEGQ A 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathHFQSZLeg1", 5, 0, random (170, 190), 2, random (20, 40))
		Stop}}
		
ACTOR XDeathHalfHFQSZDown
{
    Radius 8
    Height 8
    Scale 1.1
	Speed 6
	Mass 4
	Decal BrutalBloodSplat
	BounceFactor 0.2
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
		QZD1 G 12
		Loop
    Death:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
        QZD1 H 0 A_SpawnItem("GibHalfHFQSZDown",0,0,0,1)
        Stop
    }
}

actor GibHalfHFQSZDown: BigGibBase
{
    States
    {
    Spawn:
	   QZD1 H 1900 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
       Loop    }}
	   
actor HFQSZFatality1Aftermath: BigGibBase
{
    States
    {
    Spawn:
	   QZFT A 1900 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
       Loop    }}
	   

actor GibHalfHFQSZ: BigGibBase
{
    States
    {
    Spawn:
QP3X G 1900 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
       Loop    }}
	   
ACTOR XDeathHFQSZHead: XDeathZombieManHead
{
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		XHEQ ABCD 6
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    QHED A 1
        QHED A 1 A_SpawnItem("HFQSZHead",0,0,0,1)
        Stop
		
}
}

actor HFQSZHead: ZombieManHead
{
    States
    {
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
		QHED A 1 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
		QHED A -1
        Stop
    Death:
        TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (60, 140))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 A 0 A_CustomMissile ("Brains2", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 A 0 A_CustomMissile ("Brains3", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 A 0 A_CustomMissile ("Brains4", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 A 0 A_CustomMissile ("Brains5", 5, 0, random (0, 360), 2, random (60, 140))
		TNT1 AAAAAA 0 A_CustomMissile ("SmallBrainPiece", 5, 0, random (0, 360), 2, random (60, 140))
		HEDQ A -1
        Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	    HEDQ AA 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathHFQSZHead", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
	Pain:	
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	XHEQ ABCD 3
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	XHEQ ABCD 6
	XDT5 I 0 A_SpawnItem("HFQSZHead")
	Stop	

}}

ACTOR XDeathCyberKnightRipped: XDeathBullArm1
{
-CLIENTSIDEONLY
    Scale 1.0
	Speed 4
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		CP4L CC 6
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    CP4L D 1
        CP4L D -1
        Stop
    }
}

ACTOR XDeathCyberdemonHeadPiece: XDeathBullArm1
{
-CLIENTSIDEONLY
+SKYEXPLODE
    Scale 1.1
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		HEDC ABCDEFGH 5
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    HEDC A 1
        HEDC A -1
        Stop
	}
}

ACTOR XDeathCyberdemonTorso1: XDeathBullArm1
{
-CLIENTSIDEONLY
+SKYEXPLODE
    Scale 1.1
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		TRC1 ABCDDDDDDDBCDD 5
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    TRC1 E 1
        TRC1 E -1
        Stop
}
}

ACTOR XDeathCyberdemonTorso2: XDeathBullArm1
{
-CLIENTSIDEONLY
+SKYEXPLODE
    Scale 1.1
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		TRC2 ABCDDDDDDDBCDD 5
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    TRC2 E 1
        TRC2 E -1
        Stop
}
}

ACTOR XDeathCyberdemonTorso3: XDeathBullArm1
{
-CLIENTSIDEONLY
+SKYEXPLODE
    Scale 1.1
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		TRC3 ABCDDDDDDDBCDD 5
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    TRC3 E 1
        TRC3 E -1
        Stop
	}
}

ACTOR XDeathCyberdemonLeg1: XDeathBullArm1
{
-CLIENTSIDEONLY
+SKYEXPLODE
    Scale 1.1
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		LEG7 ABCDEFGH 5
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    LEG7 A 1
        LEG7 A -1
        Stop
}
}

ACTOR XDeathCyberdemonLeg2: XDeathBullArm1
{
-CLIENTSIDEONLY
+SKYEXPLODE
    Scale 1.1
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		LEG9 ABCDEFGH 5
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    LEG9 A 1
        LEG9 A -1
        Stop
}
}

ACTOR XDeathBrain1
{
    Radius 8
    Height 8
    Scale 0.8
	Speed 13
	Mass 1
	BounceFactor 0.3
	+DOOMBOUNCE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
	+MISSILE
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XDB5 ABCD 6
		Loop
	Death:
	    TNT1 A 0
		TNT1 A 0 A_Jump(128, "Death2")
	    XDT5 B 9009
		Stop
	Death2:
	    XDT5 O 9009
		Stop
    }
}

ACTOR XDeathBrain2
{
    Radius 8
    Height 8
    Scale 0.8
	Speed 12
	Mass 1
	BounceFactor 0.3
	+DOOMBOUNCE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
	+MISSILE
    States
    {
    Spawn:
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		XDB5 EFGH 6
	Loop
	Death:
	    XDT5 C 1
	    XDT5 C 9009
		Stop
    }
}


Actor DeadShotgunguyJustLegsAreLeft: DeadShotgunGuy1
{
Health 300 
   States
    {
	Spawn:
        SZD1 H -1
        Stop
    }
}

ACTOR DarkImpXDeath
{
    Radius 1
    Height 1
    Scale 0.8
	Speed 0
	Mass 1
	Decal BloodSuper
	BounceFACTOR 0.5
	BounceType "Doom"
	+MISSILE
    +NOBLOCKMAP
    +NOTELEPORT
    +MOVEWITHSECTOR
    +NOGRAVITY
    +NOCLIP
    +DONTSPLASH
    States
    {
    Spawn:
	TNT1 AAAAAA 0 A_CustomMissile ("brutal_FlyingBlood", 35, 0, random (0, 360), 2, random (0, 160))
	TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile ("SuperWallRedBlood", 40, 0, random (0, 360), 2, random (-5, 5))
	     TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
          TNT1 AAAAAAAAA 0 A_CustomMissile ("CeilBloodLauncherLong", 0, 0, random (0, 360), 2, random (50, 130))
		 TNT1 A 0 A_CustomMissile ("XDeathDarkImpArm1", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathDarkImpArm2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfDarkImpUpperPart32", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("xdeath2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("xdeath3", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathGuts", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathDarkImpLeg", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathDarkImpHead1", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_SpawnItem ("BigBloodSpot")
	Death:
	    TNT1 A 0
        Stop
    }
}

ACTOR XDeathDarkImpArm1: XDeathArm1
{
    Scale 1.1
    Speed 8
	Gravity 0.4
	BounceFactor 0.4
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		D4S1 ABCDEFGH 5 A_CustomMissile ("brutal_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
    Death.plasma:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpArm", 32, 0, random (0, 360), 2, random (0, 160))        Stop
	Death:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
	    D4S1 A 1
        D4S1 A 0 A_SpawnItem("Gib_DarkImpArm1",0,0,0,1)
        Stop
    }
}


ACTOR XDeathDarkImpArm2: XDeathArm1
{
    Scale 1.1
    Speed 8
	Gravity 0.4
	BounceFactor 0.4
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		D1S1 ABCDEFGH 5 A_CustomMissile ("brutal_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
    Death.plasma:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpArm", 32, 0, random (0, 360), 2, random (0, 160))        Stop
	Death:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
	    D1S1 I 1
        D1S1 A 0 A_SpawnItem("Gib_DarkImpArm2",0,0,0,1)
        Stop
    }
}

ACTOR Gib_DarkImpArm1: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
        D4S1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
		D4S1 I -1
       Stop
Death.plasma: Death.Burn: Death.Flames:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpArm", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
Stop
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    D4S1 II 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathDarkImpArm1", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
	
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	D4S1 ABCDEFGH 3
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	D4S1 A 5
	D4S1 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor("Landz")
	Goto Landz
	Landz:
	XDT5 I 0 A_SpawnItem("Gib_DarkImpArm1")
	Stop	
}}

ACTOR Gib_DarkImpArm2: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
        D1S1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
		D1S1 A -1
       Stop
Death.plasma: Death.Burn: Death.Flames:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpArm", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
Stop
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    D4S1 AA 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathDarkImpArm2", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
	
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	D1S1 ABCDEFGH 3
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	D1S1 A 5
	D1S1 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor("Landz")
	Goto Landz
	Landz:
	XDT5 I 0 A_SpawnItem("Gib_DarkImpArm2")
	Stop	
}}

ACTOR XDeathDarkImpLeg: XDeathArm1
{
    Scale 1.1
    Speed 8
	Gravity 0.4
	BounceFactor 0.4
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		D1S3 ABCDEFGH 5 A_CustomMissile ("brutal_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (0, 360))
		Loop
	Death:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
	    D1S3 A 1
        D1S3 A 0 A_SpawnItem("Gib_DarkImpLeg",0,0,0,1)
        Stop
		
    }
}

ACTOR Gib_DarkImpLeg: LimbBase
{
    Scale 1.1
    States
    {
    Spawn:
D1S3 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
D1S3 A -1
       Stop
Death.plasma: Death.Burn: Death.Flames:	    TNT1 A 0 A_CustomMissile ("XDeathBurnedImpLeg", 32, 0, random (0, 360), 2, random (0, 160))        Stop
    Death:    
    TNT1 AAAA 0 A_CustomMissile ("brutal_FlyingBloodTrail", 0, 0, random (0, 360), 2, random (0, 360))
    TNT1 A 0 A_CustomMissile ("GibImpLegPart", 0, 0, random (0, 180), 2, random (0, 180))
    TNT1 A 0 A_CustomMissile ("GibImpPaw", 0, 0, random (0, 180), 2, random (0, 180))
Stop
	Death.Kick:
	Death.Melee:
	Death.SuperPunch:
	    D1S3 A 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathImpLeg", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
		
	Pain:
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	D1S3 ABCDEFGH 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	D1S3 A 5
	D1S3 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor("Landz")
	Goto Landz
	Landz:
	D1S3 I 0 A_SpawnItem("Gib_DarkImpLeg")
	Stop		
}}

ACTOR XDeathDarkImpHead1: XDeathZombieManHead
{
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		D1S0 ABCD 6
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
	    D1S0 E 1
        D1S0 E 1 A_SpawnItem("DarkImpHead1",0,0,0,1)
        Stop
}
}

ACTOR DarkImpHead1: ZombieManHead
{
    States
    {
    Spawn:
D1S0 E 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
D1S0 E -1
       Stop
    Death:
        TNT1 AAAAA 0 A_CustomMissile ("brutal_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (60, 140))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains6", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SmallBrainPiece", 1, 0, random (0, 360), 2, random (0, 160))
        Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	Death.SuperKick:
	    D1S0 EE 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathDarkImpHead1", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
		
	Pain:	
			TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	D1S0 ABCD 3
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	D1S0 ABCDABCD 6
	XDT5 I 0 A_SpawnItem("DarkImpHead1")
	Stop	

}}

ACTOR XDeathDarkImpHead2: XDeathZombieManHead
{
    States
    {
	Spawn:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		D1S0 ABCD 6
		Loop
   	Death:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
	    D1S0 E 1
        D1S0 E 1 A_SpawnItem("DarkImpHead2",0,0,0,1)
        Stop
}
}

ACTOR DarkImpHead2: ZombieManHead
{
    States
    {
    Spawn:
D1S0 E 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
D1S0 E -1
       Stop
    Death:
        TNT1 AAAAA 0 A_CustomMissile ("brutal_FlyingBloodTrail5", 0, 0, random (0, 360), 2, random (60, 140))
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains6", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 1, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("SmallBrainPiece", 1, 0, random (0, 360), 2, random (0, 160))
        Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	Death.SuperKick:
	    D1S0 EE 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile ("XDeathDarkImpHead2", 5, 0, random (170, 190), 2, random (20, 40))
		Stop
		
	Pain:	
			TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	D1S0 ABCD 3
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	D1S0 ABCDABCD 6
	XDT5 I 0 A_SpawnItem("DarkImpHead2")
	Stop	

}}

ACTOR XDeathHalfDarkImp
{
    Radius 8
    Height 8
    Speed 7
	Mass 8
	BounceFactor 0.2
	+DOOMBOUNCE
    +NOBLOCKMAP
	+MISSILE
    +NOTELEPORT
    +DONTSPLASH
    +MOVEWITHSECTOR
    DeathSound "misc/xdeath1"
	Decal BrutalBloodSplat
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
        D4S9 A 12 A_CustomMissile("brutal_FlyingBloodTrail",0,0,180,2)
        Loop
    Death:
        TNT1 A 0 A_SpawnItem("MediumBloodSpot",0,0,0,1)
        D4S9 A 0 A_SpawnItem("HalfDarkImpGib",0,0,0,1)
        Stop
    }
}


actor HalfDarkImpGib: BigGibBase
{
    States
    {
    Spawn:
	D4S9 A -1
       Loop    }}
		
ACTOR XDeathHalfDarkImpUpperPart32
{
    Radius 2
    Height 2
    Scale 1.1
	Speed 12
	Gravity 0.3
	Mass 4
	Decal BrutalBloodSplat
	BounceFactor 0.2
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    States
    {
    Spawn:
        //TNT1 A 0 A_SpawnItem("Brutal_LiquidBlood",0,0,0,1)
		D1S2 ABCDEFGH 3 A_CustomMissile("brutal_Flyingblood",0,0,0,1)
		Loop
    Death:
        TNT1 A 0 A_SpawnItem("MediumBloodSpot",0,0,0,1)
		TNT1 AAA 0 A_spawnItem("Blood", 0, 10)
        D1S2 I 1 A_SpawnItem("Gib_HalfDarkImpUpperPart32",0,0,0,1)
        TNT1 A 0
        Stop
    }
}

actor Gib_HalfDarkImpUpperPart32: BigGibBase
{
	damagefactor "ExplosiveImpact", 5.0
	Mass 10
    States
    {
    Spawn:
D1S2 I 1
D1S2 I -1
       Stop    
	Death.ExplosiveImpact:
	Death.Explosive:
	Death.Kick:
	Death.SuperPunches:
	    TNT1 A 0
	    TNT1 A 0 ThrustThingZ(0,30,0,1)
		Goto Fly
	Fly:	
		D1S2 ABCDEFGH 3 A_CheckFloor("Land")
		Loop
	Land:	
		D1S2 I 1 A_SpawnItem("Gib_HalfDarkImpUpperPart32",0,0,0,1)
		Stop }}	
		
		
		
//BRUTALIZATIONS

ACTOR BrutalizedDarkImp1
{
	Game Doom
	Radius 16
	Height 50
	Health 20
	PainSound "grunt/pain"
	PainChance 255
	Mass 0x7FFFFFFF
	-SOLID
	+SHOOTABLE
	+NORADIUSDMG
	DamageFactor "bloodsplasher", 0.0    DamageFactor "tinybloodsplasher", 0.0    DamageFactor "superbloodsplasher", 0.0    DamageFactor "smallbloodsplasher", 0.0
	DamageFactor "BlueBloodSplasher", 0.0
    DamageFactor "BlueSuperBloodSplasher", 0.0
	Scale 1.0
	States
	{
		Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasImpShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
		
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathDarkImpArm1", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	Pain:
    D2S2 A 40
	Goto DieNow

    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedDarkImpStop")
	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 ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("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 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(2)
	    D2S2 B 16
		TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedDarkImp2")
		Stop
		
	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream

		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("DarkImpXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
}}

actor BrutalizedDarkImpStop: CurbstompedMarine
{
    DamageFactor "Blood", 0.0
    DamageFactor "Trample", 0.0
    DamageFactor "Melee", 10.0
    DamageFactor "Fatality", 10.0
	DamageFactor "Kick", 10.0
	DamageFactor "SuperKick", 10.0
	DamageFactor "bloodsplasher", 0.0    DamageFactor "tinybloodsplasher", 0.0    DamageFactor "superbloodsplasher", 0.0    DamageFactor "smallbloodsplasher", 0.0
	DamageFactor "BlueBloodSplasher", 0.0
    DamageFactor "BlueSuperBloodSplasher", 0.0
    States
    {
    Spawn:
D2S3 ABC 5 A_SpawnItem("brutal_FlyingBlood",0,5,0,1)
D2S3 C -1
       Stop    

	Death.Fatality:
    Death.Melee:
	Death.Kick:
	Death.SuperKick:
	Death.Extremepunches:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,30,0,1)
         TNT1 A 1 A_SpawnItem ("BrutalizedDarkImpStop", 5)
		 Stop
	   }}

ACTOR BrutalizedDarkImp2: BrutalizedDarkImp1
{
	States
	{
	Spawn:
	Pain:
    D2S2 B 30
	Goto DieNow

    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedDarkImpStop2")
	Stop

	Death:
		TNT1 A 0
		TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathDarkImpArm1", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0
		D2S2 C 16
		TNT1 A 0 A_SpawnItem ("BrutalizedDarkImp3")
		Stop

		Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasImpShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
		Stop
}}

actor BrutalizedDarkImpStop2: BrutalizedDarkImpStop
{
    States
    {
    Spawn:
D2S4 ABC 6 A_SpawnItem("brutal_FlyingBlood",0,5,0,1)
D2S4 C -1
       Stop

	Death.Fatality:
    Death.Melee:
	Death.Kick:
	Death.SuperKick:
	Death.Extremepunches:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,30,0,1)
         IZD4 A 7
         TNT1 A 1 A_SpawnItem ("BrutalizedImpStop2", 5)
		 Stop
	   }}

ACTOR BrutalizedDarkImp3: BrutalizedDarkImp1
{
	States
	{
	Spawn:
	Pain:
    D2S2 C 25
	Goto DieNow

    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedDarkImpStop3")
	Stop

	Death:
	    TNT1 A 0
		TNT1 A 0 A_Recoil(2)
        TNT1 AA 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))
		D2S2 EFGH 6
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
		D2S2 H -1
		Stop
}}

actor BrutalizedDarkImpStop3: BrutalizedDarkImpStop
{
    States
    {
    Spawn:
D2S4 ABC 6 A_SpawnItem("brutal_FlyingBlood",0,5,0,1)
D2S4 C -1
       Stop    
	   
	 Death.Fatality:
    Death.Melee:
	Death.Kick:
	Death.SuperKick:
	Death.Extremepunches:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
         D2S4 B 7
         TNT1 A 1 A_SpawnItem ("BrutalizedDarkImpStop3", 5)
		 Stop}}

ACTOR DarkImpBrutalizedWithNoLeg
{
	Game Doom
	Radius 16
	Height 50
	Health 20
	PainSound "grunt/pain"
	PainChance 255
	Mass 0x7FFFFFFF
	-SOLID
	+SHOOTABLE
	DamageFactor "bloodsplasher", 0.0    DamageFactor "tinybloodsplasher", 0.0    DamageFactor "superbloodsplasher", 0.0    DamageFactor "smallbloodsplasher", 0.0
	DamageFactor "BlueBloodSplasher", 0.0
    DamageFactor "BlueSuperBloodSplasher", 0.0
	Scale 1.0
	States
	{	
	Spawn:
	D1S4 A 30
	Goto DieNow

    DieNow:
	D1S4 BC 8
    D1S4 DE 8
	TNT1 A 0 A_SpawnItem ("DeadDarkImp_NoLeg")
	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 ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains6", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains7", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("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 AAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
	TNT1 A 0 A_CustomMissile ("XDeathDarkImpArm1", 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 ("XDeathDarkImpLeg", 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 A 0 ThrustThingZ(0,30,0,1)
	    D3S1 ABCDEF 5
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		TNT1 A 0 A_SpawnItem ("ThisDarkImpGotFuckedHard")
		Stop
}}


Actor DeadDarkImp_Slumped: ZombiemanTorso
{
+NOPAIN
Health 200
DamageFactor "Head", 15.0
Height 22
Radius 6
States{Spawn:
		TNT1 A 0
		TNT1 A 0 A_Recoil(6)
		BR96 A 6
		TNT1 A 0 A_JumpIf(momx < 0, "LayDown")
		TNT1 A 0 A_JumpIf(momy < 0, "LayDown")
		TNT1 A 0 A_JumpIf(momx > 0, "LayDown")
		TNT1 A 0 A_JumpIf(momy > 0, "LayDown")
		TNT1 A 0 A_SpawnItemEx("HeadshotTarget20", 0, 0, 22)
		BR96 A 16
        Loop  
	LayDown:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItem("DeadDarkImp1")
	Stop
	XDeath:
	Death.Explosives:
	Death.ExplosiveImpact:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DarkImpXDeath")
		Stop	
	
	Death.Head:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("ImpHeadExplode", 0, 0, 22)
		TNT1 A 0 A_SpawnItem("DeadDarkImp_Slumped_NoHead")
		Stop
		
	Death:
	    TNT1 A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("XDeathDarkImpArm1", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_SpawnItemEx("ImpHeadExplode", 0, 0, 22)
		D2S2 H -1
		Stop
		}}
		
		
Actor DeadDarkImp_Slumped_NoHead: ZombiemanTorso
{
+NOPAIN
Height 22
States{Spawn:
		TNT1 A 0
		BR96 B 100
        Loop  
	XDeath:
	Death.Explosives:
	Death.ExplosiveImpact:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("DarkImpXDeath")
		Stop	
	Death:
	    TNT1 A 0 A_NoBlocking
		TNT1 AAA 0 A_CustomMissile ("Instestin", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AA 0 A_CustomMissile ("XDeathDarkImpArm1", 40, 0, random (0, 360), 2, random (30, 90))
		D2S2 H -1
		Stop	
	}
}

Actor DeadDarkImp_NoArm: DeadImp
{Health 200 States{Spawn:
	    D1S5 E -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath5", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("xdeath3", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}	


Actor DeadDarkImp_NoArmNoHead: DeadImp
{Health 200 States{Spawn:
	    D1S5 G -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}	

Actor DeadDarkImpBloodLoss: DeadImp
{Health 200 States{Spawn:
	    D1S8 J -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}	
		
Actor DeadDarkImp_NoLeg: DeadImp
{Health 200 States{Spawn:
	    D1S4 E -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}
		
Actor DeadDarkImp_NoStomach: DeadImp
{Health 200 States{Spawn:
	    D1S6 I -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}
		
Actor DeadDarkImp_Half: DeadImp
{Health 200 States{Spawn:
	    D1S7 E -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}
		
//DeadDarkImp_NoHead
Actor DeadDarkImp_NoHead1: DeadImp
{Health 200 States{Spawn:
	    D1S9 E -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}
		
Actor DeadDarkImp_NoHead2: DeadImp
{Health 200 States{Spawn:
	    DRKD E -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}
		
Actor DeadDarkImp1: DeadImp
{Health 200 States{Spawn:
	    DRKI M -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}
		

Actor ThisDarkImpGotFuckedHard: DeadImp
{Health 200 States{Spawn:
	    D3S1 G -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		Stop
	}
}	

Actor AbsolutelyRapedDarkImp: DeadImp
{Health 200 States{Spawn:
	    D1F2 E -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}	
		
Actor AbsolutelyRapedDarkImp2: DeadImp
{Health 200 States{Spawn:
	    D3S3 BBBBBBBBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		D3S3 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		D3S3 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		D3S3 E -1
        Stop    
       Death.Cut:        Death.Cutless:	        Death:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AA 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 5, 0, random (0, 360), 2, random (0, 160))
		Stop}}
		
ACTOR ZSpecOpsXDeath
{
    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 A 0
		 TNT1 A 0 A_Pain
		 TNT1 A 0 A_FaceTarget
	     TNT1 A 0 A_SpawnItem("BloodSplasher3")
		 
	     TNT1 AAAAAAAAAAAAAAA 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 AA 0 A_CustomMissile ("XDeathHFQSZArm1", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 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 AA 0 A_CustomMissile ("XDeath3", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 32, 0, random (0, 360), 2, random (0, 160))
		 //TNT1 A 0 A_CustomMissile ("XDeath5", 32, 0, random (0, 360), 2, random (0, 160))
		 
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan1", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathOrgan2", 24, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AAAAAAA 0 A_CustomMissile ("Instestin", 24, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("XDeathHFQSZLeg2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeathZSpecOpsHead", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_SpawnItem ("BigBloodSpot")
		 
		 TNT1 A 1
		 TNT1 A 2
		 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (20, 90))
		 Stop
		 
	LowBlood:
	    TNT1 A 2
		Stop
	LotsOfBlood:
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BloodMistExtraBig", 30, 0, random (0, 360), 2, random (20, 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 (20, 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 XDeathHalfZSpecOPs
{
    Radius 8
    Height 8
    Scale 1.0
	Speed 6
	Mass 4
	Decal BrutalBloodSplat
	BounceFactor 0.2
	+DOOMBOUNCE
	+MISSILE
    +MOVEWITHSECTOR
    +CLIENTSIDEONLY
    +NOBLOCKMAP
    +NOTELEPORT
    States
    {
    Spawn:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
		ZP3X B 12
		Loop
    Death:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
        ZP3X B 1 A_SpawnItem("Gib_HalfZSpecOPs",0,0,0,1)
        TNT1 A 0
        Stop
    }
}

actor Gib_HalfZSpecOPs: BigGibBase
{
    States
    {
    Spawn:
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
		ZP3X C 1 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
		ZP3X C -1
        Stop    
	}
}

ACTOR XDeathZSpecOpsHead: XDeathZombieManHead
{
    States
    {
	Spawn:
	Spawn1:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
	    TNT1 A 0 A_JumpIf(waterlevel > 1, "Death")
		TNT1 A 0 A_JumpIf(momz == 0, "Death")
		ZHE2 ABCD 3// A_CustomMissile("ShortWallRedBlood", 0, 0, 0, 2)//
		Loop
   	Death:
	    ZHE2 E 1
        ZHE2 E 1 A_SpawnItem("ZSpecOpsHead",0,0,0,1)
        Stop
		
}
}

actor ZSpecOpsHead: ZombieManHead
{
    States
    {
Spawn:
	TNT1 A 0
		TNT1 A 0
		TNT1 A 0 A_QueueCorpse
	TNT1 A 0 A_SpawnItem("Brutal_BloodSpot")
	Spawn1:
	ZHE2 E 1
	ZHE2 E -1
	Stop
    Death:
        TNT1 A 0
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode")
        Stop
	Death.Melee:
	Death.SuperPunch:
	Death.Kick:
	    ZHE2 EE 1 A_FaceTarget
		TNT1 AAAA 0 A_SpawnItemEx("Blood", 0, 0, 10)
		TNT1 A 0 A_CustomMissile ("XDeathZSpecOpsHead", 5, 0, random (170, 190), 2, random (20, 40))
		TNT1 A 0 A_PlaySound("misc/xdeath4", 1)
		TNT1 A 0 A_PlaySound("player/cyborg/fist", 3)
		TNT1 A 20
		Stop
		
	Pain:	
	TNT1 A 0
	TNT1 A 0 ThrustThingZ(0,20,0,1)
	ZHE2 ABCD 2
	Goto Spawn
	
	Death.ExplosiveImpact:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("NOBLOCKMAP", 0)
	TNT1 A 0 ThrustThingZ(0,50,0,1)
	ZHE2 ABCDEFGH 3
	TNT1 A 0 A_SpawnItem("ZSpecOpsHead")
	Stop	

	}
}