ACTOR SuperShotgunZombie : ShotgunGuy1 23049
{ 
  //$Title "Super Shotgun Zombie"
  //$Category XV117Monsters
Health 60
Radius 20
Height 56
Speed 10
Mass 100
PainChance 200
	PainChance "Avoid", 75
	PainChance "Head", 255
	PainChance "Kick", 255
	PainChance "Melee", 255
	PainChance "HelperMarineFatality", 255
	PainChance "MonsterKnocked", 255
	PainChance "ExplosiveImpact", 255
	damagefactor "Crush", 5.0
	PainChance "Taunt", 255
	damagefactor "Avoid", 0.0
	damagefactor "DontCallTheBaron", 0.0
	damagefactor "TeleportRemover", 0.0
	damagefactor "GibRemoving", 0.0
	damagefactor "SSG", 50.0
	damagefactor "Extremepunches", 1.0
		DropItem "SSGSpawner"
			MaxTargetRange 150
MONSTER 
+FLOORCLIP
+MISSILEMORE
SeeSound "grunt/sight"
AttackSound ""
PainSound "grunt/pain"
DeathSound "grunt/death"
ActiveSound "grunt/active"
Obituary "%o was 360 no scoped by an SSG Guy."
Tag "SSG Sergeant"
States
{
Spawn:
    UDM2 A 10 A_Look
	UDMI A 10 A_Look
    Loop
	
		SpawnNO:
			TNT1 A 0 A_ChangeFlag("THRUACTORS", 1)
		TNT1 A 0 A_ChangeFlag("COUNTKILL", 0)
		TNT1 A 0 A_SpawnItemEx ("ShotgunGuy1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)
		Stop
		
		SearchForPlayer:
	Idle:
	goto See
		
	
See:
TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
    UDM2 AABB 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	 TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
    UDM2 CCDD 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    Loop
Missile:
	TNT1 A 0 A_JumpIfInventory("SSGZombieToken",2,"Reload")


Double:
TNT1 A 0 A_ChangeFLag("NOPAIN", 1)
 TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 40,0)
    UDM2 E 15 A_FaceTarget
	TNT1 A 0 A_GiveInventory("SSGZombieToken",2)
	 TNT1 A 0 Radius_Quake(2,10,0,20,0) //(intensity, duration, damrad, tremrad, tid)
		TNT1 A 0 A_PlaySound("SSHFIRE",1)
		TNT1 A 0 A_PlaySound("SSHFIRE",2)
	   TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
	TNT1 AAAAAAAA 0 Bright A_CustomMissile("MonsterTracer",Random(28,34),0,Random(6,-6),0)
		   TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
		  TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
					  UDM2 F 4 Bright A_CustomBulletAttack (0,0,1,4,"shotpuff",0,180)
		TNT1 A 0 A_CustomBulletAttack (10, 4, 10, 2, "ShotgunPuff")
		TNT1 A 0 A_CustomBulletAttack (10, 4, 10, 1, "ShotgunPuff")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
    UDM2 E 14 A_FaceTarget
Reload:
	TNT1 A 0 A_TakeInventory("SSGZombieToken",2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
	UDM2 E 6 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("SSGCaseSpawner", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	 TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
    UDM2 C 1 A_SpawnItemEx("SSGCaseSpawner", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
	UDM2 D 15 A_PlaySound("DBSOPEN")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
	UDM2 B 12 A_PlaySound("DBSLOAD")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
	UDM2 E 12 A_PlaySound("DBSCLOSE")
	 TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
    UDM2 E 6
	TNT1 A 0 A_ChangeFLag("NOPAIN", 0)
    Goto See

Pain.Head:
Pain:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 9)
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		UDM2 G 5
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 42,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 10)
		UDM2 G 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, 40,0)
		UDM2 G 3
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
		UDM2 G 3 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
	   TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
        ID11 G 0 A_Pain
		TNT1 A 0 A_GiveInventory("IsDown", 1)
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
        TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		1D11 F 4 A_FaceTarget
        1D11 G 6 ThrustThing(angle*256/360+128, 10, 0, 0)
        ID32 B 8
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		Goto FallingAfterImpact
		

    Pain.Kick:
	Pain.HeavyImpact:
          TNT1 A 0
		 TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
		 TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Pain")
         1D11 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 ("","")
		1D11 F 4 A_FaceTarget
        1D11 G 6 ThrustThing(angle*256/360+128, 10, 0, 0)
        ID32 B 8
		TNT1 A 0 A_ChangeFlag("NOPAIN", 0)
		Goto FallingAfterImpact
		
		FallingAfterImpact:
		ID32 B 1 A_GiveInventory ("FallingHeight", 1)
		ID32 B 1 A_CheckFloor ("GetUp")
		TNT1 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")
		1D11 SSSSSSSSS 5 A_JumpIf(momz < 0, "FallingAfterImpact")
		TNT1 A 0 A_TakeInventory("FallingHeight", 100)
        
		1D11 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("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))
	1D11 G 2
	ID11 H 2
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	SPOS L -1
	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.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))
        SPV4 ABCD 4
		SPV4 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))
		SPV4 J -1
		Stop
	
	DeathShotgunontheface2:	
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_Stop
		TNT1 A 0 A_Pain
		SPV1 A 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))
        SPV4 KLMN 4
		SPV4 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))
		SPV4 T -1
		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)
        1D11 F 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
		1D11 F 5 A_CustomMissile ("Brutal_LiquidBlood3", 15, 0, random (0, 360), 2, random (0, 40))
		TNT1 A 0 A_JumpIf((MomY == 0), "TakeASit")
		1D11 G 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))
	    1D11 F 5
	    TNT1 A 0 A_SpawnItem("GrowingBloodPool")
		TNT1 A 0 A_SpawnItemEx("DeadHelmetShotgunguy_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 ("DeadHelmetShotgunGuy_NoArm")
		 Stop

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

    	Death:
       TNT1 A 0 A_JumpIfInventory ("IsDown", 1, "Death.Down")
       TNT1 A 0 A_Jump(96, "Death.Arm")
	Death.MinorLeg:
	Death.Melee:
		S1V1 Q 5 A_Scream
		S1V1 R 5 
		S1V1 S 5 A_NoBlocking
		S1V1 TUVWX 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
        TNT1 A 0 A_SpawnItem ("DeadHelmetShotgunguy1", 1)
		Stop
		
	Death.Kick:
		TNT1 A 0 ThrustThing(angle*256/360+128, 10, 0, 0)
		S1V1 Q 5 A_Scream
		S1V1 R 5 
		S1V1 S 5 A_NoBlocking
		S1V1 TUVWX 5
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_PlaySound("BODYF",6)
        TNT1 A 0 A_SpawnItem ("DeadHelmetShotgunguy1", 1)
		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))
        U6M5 A 9 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Playsound ("grunt/death")
		U6M5 B 3 
		U6M5 C 3 A_NoBlocking

        TNT1 A 0 A_SpawnItem ("DyingHelmetSergeantLegBlewedOff")
        Stop
		
		
	LeaveCrawling:
	goto death

    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))
        HPO5 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 ("DyingHelmetSergeant",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(32, "Death.MinorHeadLong")
        TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 50, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("XDeathHFQSZHead", 32, 0, random (170, 190), 2, random (0, 40))
		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")
        SPOS Z -1
		Stop
		
		Death.MinorHeadLong:
        TNT1 AAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 50, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_CustomMissile ("XDeathHFQSZHead", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_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))
		SPOS U 6 A_Scream
		SPOS V 6 A_NoBlocking
		SPOS VWVWVW 18 A_Pain 
		SPOS XY 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        SPOS Z -1
		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))
		
		H3DG J 6 A_CustomMissile ("MuchBlood2", 40, 0, random (0, 360), 2, random (0, 160))
		H3DG KL 8
		
		TNT1 A 0 A_Scream
		H3DG M 6 A_NoBlocking
		
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		H3DG N -1
		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")
        SPDH E -1
		Stop

    HeavyHead:	
	    TNT1 A 0 A_ClearTarget
		SOSL G 1 A_Chase("", "")
		SOSL G 1 A_Pain
		TNT1 A 0 A_ChangeFlag("NOBLOCKMONST", 1)
		TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Recoil(10)
		TNT1 A 0 ThrustThingZ(0,35,0,1)
		TNT1 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
		TNT1 A 0 A_SpawnItem("BloodSplasher2")
		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_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")
        SPDH E -1
		Stop

        Death.Saw:
		TNT1 A 0 A_PlaySound("RIP", 7)
		Death.cut:
		Death.HKFT:
        TNT1 A 0
		TNT1 A 0 A_PlaySound("RIP", 7)
        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(32, "Death.Cut")
		TNT1 A 0 A_Jump(16, "Death.LegMassacre")
        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
	    HP2X AA 8
        TNT1 A 0 A_CustomMissile ("XDeath4", 40, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_CustomMissile ("RipHelmetSergeant", 0, 0, random (0, 360), 2, random (0, 160))
        SP2X BBCD 8
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
        SP2X E -1
		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 ("BrutalizedHelmetSergeant1", 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 ("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))
		Z1Z7 A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		Z1Z7 BBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		Z1Z7 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		Z1Z7 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		Z1Z7 E -1
	    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 ("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 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))
		HXZ6 A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		HXZ6 BBBBBBBBBBBBBBBBBBB 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (30, 60))
		HXZ6 CCC 3 A_CustomMissile ("Brutal_LiquidBlood2", 26, 0, random (0, 360), 2, random (10, 40))
		HXZ6 DD 3 A_CustomMissile ("Brutal_LiquidBlood2", 6, 0, random (0, 360), 2, random (30, 60))
		HXZ6 E -1
	    Stop
		
    Death.SuperPunch:
	 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 ("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 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))
		ZXZ6 E -1
	    Stop

		
		
		
		Death.SSG:
		TNT1 A 0 A_Jump(200, "DeathSSG2")
	    SZD1 E 1 A_Pain
		SZD1 E 1 A_FaceTarget
		TNT1 A 0 A_SpawnItem("BloodSplasher2")
	    TNT1 AAA 0 bright A_CustomMissile ("SuperGoreSpawner", 35, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("RipHelmetSergeant", 0, 0, random (0, 360), 2, random (0, 160))
        //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 ("Instestin", 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_XScream
		TNT1 A 0 A_NoBlocking
        SZD1 EEFFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
			SZD1 H -1
        Stop
		
		DeathSSG2:
		 SZD1 E 1 A_Pain
		SZD1 E 1 A_FaceTarget
		TNT1 A 0 A_SpawnItem("BloodSplasher2")
		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 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 ("Instestin", 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_XScream
		TNT1 A 0 A_NoBlocking
        SZD1 EEFFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
			SZD1 H -1
        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.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.Fatality3")
		
	Death.Fatality1:	
        TNT1 A 0 A_GiveToTarget("SergeantFatality", 1)
        Stop
    Death.Fatality2:    
		TNT1 A 0 A_GiveToTarget("SergeantFatality2", 1)
        Stop
	Death.Fatality3:    
		TNT1 A 0 A_GiveToTarget("SergeantFatality3", 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_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("DesintegratedHuman")
      Stop
	
		
	Crush:
	Death.Stomp:
	    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("Brutal_FlyingBloodTrail8", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAAAA 0 bright A_CustomMissile ("SuperGoreSpawner", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AAAAAA 0 bright A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath2", 55, 0, random (0, 360), 2, random (30, 180))
		TNT1 AA 0 bright A_CustomMissile ("XDeath3", 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
		TNT1 A 1 A_NoBlocking
		Stop
		
	Death.Extremepunches:	
	Death.ExplosiveImpact:
	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 ("DeadHelmetShotgunGuy_NoLeg", 1)
		Stop		
	
		Dead.Landmine:
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		TNT1 A 0 A_SpawnItem ("DeadHelmetShotgunGuy_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.Massacre:
	Goto Death
	
Raise:
	TNT1 A 0
    ASGZ VUTSRQPO 5
    Goto See
    }
}

Actor DeadHelmetShotgunGuy_NoLeg: DeadShotgunGuy_NoArm
{Health 200 States{Spawn:
        U6M5 F -1
        Stop	Death:
   Death.CutLess:
    Death.Saw:
  	    TNT1 A 0 A_SpawnItem("GibsZ")
		 TNT1 AAA 0 A_CustomMissile ("XDeath1", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath2", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 AA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath3", 50, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeath4", 50, 0, random (0, 360), 2, random (0, 160))
		Stop
    Death.Fatality:
    Death.Melee:
    Death.Kick:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (2)
         U6M5 MN 8
         TNT1 A 1 A_SpawnItem ("DeadHelmetShotgunGuy_NoLeg", 5)
         Stop}}

Actor DeadHelmetShotgunGuy1 //Replaces DeadShotgunguy
{
    Radius 0
    Height 2
    +SHOOTABLE
    -SOLID
    +NOTELEPORT
    +MOVEWITHSECTOR
    -CORPSE
	-DONTGIB
	-TELESTOMP
	DamageFactor "Crush", 50.0
	DamageFactor "BlueBloodSplasher", 0.0
    DamageFactor "BlueSuperBloodSplasher", 0.0
DamageFactor "bloodsplasher", 0.0    DamageFactor "tinybloodsplasher", 0.0    DamageFactor "superbloodsplasher", 0.0    DamageFactor "smallbloodsplasher", 0.0
    Mass 210
    Health 35
    DamageFactor "Blood", 0.0
    PainChance "Melee", 255
    DamageFactor "Melee", 20.0
    DamageFactor "Kick", 20.0
    DamageFactor "Fatality", 20.0
    DamageFactor "Trample", 0.0
	DamageFactor "ExplosiveImpact", 10.0
States
    {
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (1)
         S1V1 VW 8
         TNT1 A 1 A_SpawnItem ("DeadHelmetShotgunGuy1", 5)
         Stop
    Spawn:
        S1V1 X -1
        Stop
	Raise:
		S1V1 X 1
		S1V1 WVUTSRQ 1
        TNT1 A 0 A_SpawnItem ("SuperShotgunZombie", 3)
		Stop
    Death:
		TNT1 A 0 A_CustomMissile ("XDeathSargeLeg1", 5, 0, random (0, 360), 2, random (0, 160))
		SPOS A 0 A_CustomMissile ("XDeath1", 5, 0, random (0, 360), 2, random (0, 160))
         TNT1 A 1 A_SpawnItem ("DeadHelmetShotgunGuy_NoLeg", 5)
        Stop

    Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
        TNT1 AAA 0 A_CustomMissile ("brutal_FlyingBlood", 50, 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 AAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop

    }
}

Actor DeadHelmetShotgunguy_Slumped: ZombiemanTorso
{
+NOPAIN
Health 200
DamageFactor "Head", 15.0
Height 22
Radius 6
States{Spawn:
		TNT1 A 0
		TNT1 A 0 A_Recoil(6)
		BR98 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)
		BR98 A 16
        Loop  
	LayDown:
	TNT1 A 0 A_NoBlocking
	TNT1 A 0 A_SpawnItem("DeadShotgunguy1")
	Stop
	XDeath:
	Death.Explosives:
	Death.ExplosiveImpact:
		TNT1 A 0 A_NoBlocking
		goto Death.ExplosiveImpact
	
	
	Death.Head:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItemEx("ShotgunguyHeadExplode", 0, 0, 22)
		TNT1 A 0 A_SpawnItem("DeadShotgunguy_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 ("XDeathArm1", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 A 0 A_SpawnItemEx("ShotgunguyHeadExplode", 0, 0, 22)
		Stop
	}
}
	

ACTOR SSGZombieToken : Inventory
{
Inventory.Amount 1
Inventory.MaxAmount 2
}

ACTOR BrutalizedHelmetSergeant1
{
	Game Doom
	Radius 16
	Height 50
	Health 20
		PainSound "grunt/pain"
		PainChance 255
		Mass 999999
	-SOLID
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	+GHOST
	+THRUGHOST
	Scale 1.0
	States
	{
				Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasSguyShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
		
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_Recoil(2)
	TNT1 A 0 A_CustomMissile ("XDeathArm1", 35, 0, random (0, 360), 2, random (0, 160))
    TNT1 AAAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
	Pain:
    HZD1 A 30
	Goto DieNow
	
    DieNow:
	TNT1 A 0
	TNT1 A 0 A_SpawnItem ("BrutalizedHelmetSergeantStop")
	Stop
	
	Death:
	    TNT1 A 0
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPieceFast", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))
		TNT1 AAAA 0 A_CustomMissile ("SmallBrainPiece", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 50, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Recoil(2)
	    SZD1 B 16
	    TNT1 A 0
		TNT1 A 0 A_SpawnItem ("BrutalizedSergeant2")
		Stop
		
	Death.SSG:
	XDeath:
		TNT1 A 0 A_XScream
  	    
		TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_CustomMissile ("SargeXDeath", 0, 0, random (0, 360), 2, random (0, 160))
        Stop
	
	Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop
}}

actor BrutalizedHelmetSergeantStop: CurbstompedMarine
{
    States
    {
    Spawn:
HZD2 ABCD 5 A_SpawnItem("Brutal_FlyingBlood",0,5,0,1)
HZD3 D -1
       Stop    }}
	   
	   
ACTOR DyingHelmetSergeant
{
	Game Doom
	Radius 16
	Height 28
	Health 50
		PainSound "grunt/pain"
		PainChance 255
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
    damagefactor "Avoid", 0.0
	damagefactor "Leg", 0.0
    damagefactor "Kick", 6.0	
		Mass 500
	+SHOOTABLE
	+FLOORCLIP
	+DONTSPLASH
	MONSTER
	+FRIENDLY//
	-COUNTKILL
	+GHOST
	+THRUGHOST
		-SOLID
	States
	{
				Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasSguyShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop
		
	Death.fire:
	Death.Flames:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_SpawnItem("BurningZombie")
      Stop
		
	Spawn:
	TNT1 A 0
    HPO5 A 1 A_Chase
	TNT1 A 0 A_Pain
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_PlaySound ("BURNZOM")
	HPO5 AAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_Jump(16, "Death")
	Goto Suffer
	Suffer:

		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        HPO5 BBBBB 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        HPO5 CCCCC 2 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0) 
		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 4, "GotoDeath")
		Loop
	GotoDeath:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	
	Goto Death
		
	Death.Cut:
	Death.Cutless:
	Death:
	    HPO5 D 8
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadHelmetShotgunGuy_NoArm")
		Stop

    Death.Head:
	    TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("ShotgunguyHeadExplode", 0, 30)
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		SZD4 AAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 25, 0, random (0, 360), 2, random (30, 110))
		SZD4 BBBBBBBBBBBBBBBBBBBBBBBBB 1 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
        SZD4 B -1
    Stop
	
	Death.Decaptate:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 A 0 A_SpawnItem("BloodSplasher2")
		TNT1 AAAAAAAA 0 A_CustomMissile ("SmallSuperGore", 32, 0, random (0, 360), 2, random (10, 170))
		TNT1 A 0 A_CustomMissile ("XDeathHFQSZHead", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
        TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        SZD4 AAAAA 2 A_CustomMissile ("Brutal_LiquidBlood", 25, 0, random (0, 360), 2, random (30, 110))
		SZD4 BBBBBBBBBBBBBBBBBBBBBBBBB 1 A_CustomMissile ("Brutal_LiquidBlood", 10, 0, random (0, 360), 2, random (30, 110))
        SZD4 B -1
    Stop
	
		 Death.Plasma: Death.Plasma2:
        TNT1 A 0
        TNT1 A 0 A_XScream
        TNT1 A 0 A_NoBlocking
		XBRN AA 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 AAAA 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop		 
		 
    Xdeath:
    Death.SuperPunch:
	Death.Blast:
	Death.SSG:
	Death.Shotgun:
	TNT1 A 0 A_SpawnItem ("CrueltyBonus10Armor")
        //TNT1 A 0 A_CustomMissile ("MeatDeath", 0, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAA 0 A_CustomMissile ("XDeath1", 32, 0, random (0, 360), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("BloodMistBig", 30, 0, random (0, 360), 2, random (30, 90))
		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_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 AAA 0 A_SpawnItem ("Brutal_Blood", 0 , 40)
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathSergeantHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        SZD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		SZD1 H -1
        Stop	
		
	}
}

ACTOR HelmetSergeantLastStand2
{
Speed 0
MONSTER
+MISSILEMORE
+MISSILEEVENMORE
+LOOKALLAROUND
+GHOST
	+THRUGHOST
States
	{
	Spawn:
	HSLS C 1 A_Look
	Goto See
	
	See:
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS CCCCC 1 A_Chase
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	Loop
	
	Missile:
	TNT1 A 0
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("weapons/rifle")
	HSLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
    TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("weapons/rifle")
	HSLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
    TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("weapons/rifle")
	HSLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
    TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("weapons/rifle")
	HSLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
    TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("weapons/rifle")
	HSLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
    TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("weapons/rifle")
	HSLS D 6 BRIGHT A_CustomMissile("MonsterTracer", 28, 0, random(-12, 12), 0)
    TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CustomMissile ("Brutal_LiquidBlood", 20, 0, 90, 2, random (0, 45))
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	HSLS C 10 A_FaceTarget
	TNT1 A 0 A_CHangeFlag("FRIENDLY", 1)
	TNT1 A 0 A_CHangeFlag("SHOOTABLE", 0)
	Goto Death
	
	
		Death:
        TNT1 A 0 A_PlaySound("BLANKSND")
	    U6M5 GH 6
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadHelmetShotgunGuy_NoLeg")
		Stop
	
	
	Death.MinorHead:
	    TNT1 A 0
        Goto Death
	}
}	

Actor DeadHelmetShotgunGuy_NoArm: DeadShotgunGuy1
{Health 300 States{Spawn:
        HPO5 E -1
        Stop
    Death.CutLess:
    Death.Cut:    
	Death:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 6, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 6, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("DeadShotgunguy_NoHeadNoArm", 1)
		Stop
    Death.Fatality:
    Death.Melee:
    Death.Kick:
	Death.ExplosiveImpact:
         TNT1 A 0
         TNT1 A 0
        TNT1 A 0 ThrustThingZ(0,15,0,1)
        TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_Recoil (2)
         ID11 OP 8
         TNT1 A 1 A_SpawnItem ("DeadHelmetShotgunGuy_NoArm", 5)
         Stop}}
		 	 
ACTOR XDeathHalfHelmetSergeant
{
    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")
        HP2X F 12 A_CustomMissile("BloodTrails",0,0,180,2)
        Loop
    Death:
        TNT1 A 0 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
        HP2X G 0 A_SpawnItem("GibHalfHelmetSergeant",0,0,0,1)
        Stop
    }
}

actor GibHalfHelmetSergeant: BigGibBase
{
    States
    {
    Spawn:
HP2X G 1900 A_SpawnItem("Brutal_BloodSpot",0,0,0,1)
       Loop    }}
	   
ACTOR RipHelmetSergeant
{
    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("BloodSplasher2")
        TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 40, 0, random (0, 360), 2, random (0, 160))
		TNT1 AAAAAA 0 A_CustomMissile ("Instestin2", 32, 0, random (0, 360), 2, random (0, 160))
		 TNT1 A 0 A_CustomMissile ("XDeathHalfHelmetSergeant", 32, 0, random (0, 360), 2, random (0, 160))
	Death:
	    TNT1 A 0
        Stop
    }
}

ACTOR DyingHelmetSergeantLegBlewedOff
{
	Game Doom
	Radius 16
	Height 28
	Health 50
	PainSound "grunt/pain"
	PainChance 255
	DamageFactor "Blood", 0.0 DamageFactor "BlueBlood", 0.0 DamageFactor "GreenBlood", 0.0
    DamageFactor "Avoid", 0.0
    DamageFactor "Kick", 6.0
    DamageFactor "SuperKick", 6.0
	DamageFactor "bloodsplasher", 0.0    DamageFactor "tinybloodsplasher", 0.0    DamageFactor "superbloodsplasher", 0.0    DamageFactor "smallbloodsplasher", 0.0
	DamageFactor "BlueBloodSplasher", 0.0
    DamageFactor "BlueSuperBloodSplasher", 0.0
	Mass 50
	-SOLID
	+SHOOTABLE
	States
	{
	    Death.Fatality:
		Death.SuperPunch:
        TNT1 A 0 A_NoBlocking
        TNT1 A 0 A_GiveToTarget("HasSguyShield", 1)
		TNT1 A 0 A_GiveToTarget("GotMeatShield", 1)
        Stop

	Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
	TNT1 A 0 A_PlaySound ("BURNZOM")
	U6M5 C 10
	TNT1 A 0 A_Jump(160, "Death")
	Goto Suffer

	Suffer:
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        U6M5 DDDDDDDDDD 1 A_CustomMissile ("Brutal_LiquidBlood", 11, -2, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)

        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
        U6M5 EEEEEEEEEE 1 A_CustomMissile ("Brutal_LiquidBlood", 11, -2, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
		TNT1 A 0 A_SpawnItem ("BloodDying", 0, 20)
		TNT1 A 0 //A_Jump(12, "LastStand")

		TNT1 A 0 A_GiveInventory("DeathTimer1", 1)
		TNT1 A 0 A_JumpIfInventory("DeathTimer1", 12, "GotoDeath")
		Loop

	GotoDeath:
        TNT1 A 0 A_PlaySound("BLANKSND")
	TNT1 A 0
	Goto Death

	Death.Saw:
	Death.Cutless:
	Death:
        TNT1 A 0 A_PlaySound("BLANKSND")
	    U6M5 GH 6
		TNT1 A 0 A_PlaySound ("grunt/death")
		TNT1 A 0 A_SpawnItem ("DeadHelmetShotgunGuy_NoLeg")
		Stop

    Death.Head:
    Death.Decaptate:
        TNT1 A 0 A_PlaySound("BLANKSND")
        TNT1 A 0 A_PlaySound("misc/xdeath4")
	TNT1 A 0 A_PlaySound("headex", 0)
		TNT1 AAAA 0 A_CustomMissile ("Brains1", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains2", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains3", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains4", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_CustomMissile ("Brains5", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_XScream
		TNT1 A 0 A_SpawnItem ("CrueltyBonus5Health")
TNT1 AAAAAAAAAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
        SPO3 IJ 6
        TNT1 A 0 A_SpawnItem ("DeadHelmetShotgunGuy_NoLeg", 1)
		Stop

Death.Shotgun:
        TNT1 A 0 A_PlaySound("BLANKSND")
        TNT1 A 0 A_CustomMissile ("MuchBlood2", 35, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
		TNT1 A 0 ThrustThingZ(0,30,0,1)
		TNT1 A 0 A_NoBlocking
        U6M5 GH 15
        TNT1 A 0 A_SpawnItem ("DeadHelmetShotgunguy_NoLeg")
		Stop

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

	    TNT1 A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
	    TNT1 A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
        TNT1 A 0 A_SpawnItem ("CrueltyBonus5Armor")
		XBRN BB 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
        TNT1 A 0 A_CustomMissile ("Brutal_Blood", 30, 0, random (0, 360), 2, random (0, 160))
		XBRN CC 2 BRIGHT A_SpawnItem("BlueFlare",0,43)
		TNT1 AAAAA 0 A_CustomMissile ("PlasmaParticleX", 48, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAA 0 A_CustomMissile ("BigPlasmaParticleX", 42, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0
        Stop		 
		 
   Xdeath:
   Death.SuperPunch:
	Death.Blast:
	Death.SSG:
        TNT1 A 0 A_PlaySound("BLANKSND")
		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 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("SuperWallRedBlood", 46, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 A 0 A_CustomMissile ("XDeathZombieManHead", 32, 0, random (170, 190), 2, random (0, 40))
        TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
        ZZD1 EFGH 6
		TNT1 A 0 A_SpawnItem ("GrowingBloodPool")
		ZZD1 H -1
        Stop
	}
}

