//Version Check
Actor "1hem-v0.9467_lca-patch-v2.6" : "lca-custom-v1.6" {}
Actor "2hem-v0.9467_lca-patch-v2.6" : "randommons_custom-v1.3.5" {}
//====================================
ACTOR NewBloodOrange : Blood
{
RenderStyle Translucent
Alpha 0.8
Scale 0.8
+NOGRAVITY
+NOBLOCKMAP
States
{
Spawn:
    TNT1 A 0
	BLBO A 2 A_SpawnItemEx("FleshHit",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	BLBO B 2 A_SpawnItemEx("NewFlyingBlood5",0,0,0,Random(5,-5),Random(5,-5),Random(3,6),0,SXF_TRANSFERTRANSLATION|SXF_CLIENTSIDE,0)
	BLBO CDE 2
	Stop
	}
}

ACTOR OrangeBloodCloud : RedBloodCloud
{
States
	{
	Spawn:
		TNT1 A 0
		ORSP ABCDEFGHIJKLM 3 A_FadeOut(0.025,1)
		Stop
	}
}

ACTOR BlueBloodCloud : RedBloodCloud
{
States
	{
	Spawn:
		TNT1 A 0
		BRSP ABCDEFGHIJKLM 3 A_FadeOut(0.025,1)
		Stop
	}
}

ACTOR NewFlyingBloodTrail5 : NewFlyingBloodTrail
{
States
	{
	Spawn:
		FBLO ABCD 2 A_FadeOut(0.12,1)
		Loop
	}
}

ACTOR NewBloodSpot5 : NewBloodSpot
{
States
	{
	Spawn:
		BSPO A 100
		BSPO A 5 A_FadeOut(0.1,1)
		Goto Spawn+1
	}
}

ACTOR NewFlyingBlood5 : NewFlyingBlood
{
States
	{
	Spawn:
		TNT1 A 0
		FBLO AAABBBCCCDDD 1 A_SpawnItem("NewFlyingBloodTrail5",0,0,0,1)
		Loop
	Crash:
		TNT1 A 0 A_PlaySound("Gibs")
		TNT1 A 1 A_SpawnItem("NewBloodSpot5",0,0,0,1)
		TNT1 A 0
		Stop
	}
}

ACTOR NewFlyingBloodTrail6 : NewFlyingBloodTrail
{
States
	{
	Spawn:
		FBBL ABCD 2 A_FadeOut(0.12,1)
		Loop
	}
}

ACTOR NewBloodSpot6 : NewBloodSpot
{
States
	{
	Spawn:
		BSP6 A 100
		BSP6 A 5 A_FadeOut(0.1,1)
		Goto Spawn+1
	}
}

ACTOR NewFlyingBlood6 : NewFlyingBlood
{
States
	{
	Spawn:
		FBBL AAABBBCCCDDD 1 A_SpawnItem("NewFlyingBloodTrail6",0,0,0,1)
		Loop
	Crash:
		TNT1 A 0 A_PlaySound("Gibs")
		TNT1 A 1 A_SpawnItem("NewBloodSpot6",0,0,0,1)
		TNT1 A 1
		Stop
	}
}

ACTOR OrangeBodyPart1 : BodyPart1
{
States
	{
	Spawn:
		ORB1 A 1 A_SpawnItemEx("OrangeGibTrail",0,0,0,Random(-1,1),Random(-1,1),Random(-1,1),0,128)
		Loop
	Crash:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("gib/bounce")
		ORB1 A 150
		ORB1 A 5 A_FadeOut(0.1,1)
		Goto Crash+3
	}
}

ACTOR OrangeBodyPart2 : BodyPart1
{
States
	{
	Spawn:
		ORB2 A 1 A_SpawnItemEx("OrangeGibTrail",0,0,0,Random(-1,1),Random(-1,1),Random(-1,1),0,128)
		Loop
	Crash:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("gib/bounce")
		ORB2 A 150
		ORB2 A 5 A_FadeOut(0.1,1)
		Goto Crash+3
	}
}

ACTOR OrangeBodyPart3 : BodyPart3
{
States
	{
	Spawn:
		ORB3 AABBCCDD 2 A_SpawnItemEx("OrangeGibTrail",0,0,0,Random(-1,1),Random(-1,1),Random(-1,1),0,128)
		Loop
	Death:
	Crash:
		ORB3 E 150
		ORB3 E 5 A_FadeOut(0.1,1)
		Goto Death+1
	}
}

ACTOR OrangeBodyPart4 : BodyPart3
{
States
	{
	Spawn:
		ORB4 AABBCCDD 2 A_SpawnItemEx("OrangeGibTrail",0,0,0,Random(-1,1),Random(-1,1),Random(-1,1),0,128)
		Loop
	Death:
	Crash:
		ORB4 E 150
		ORB4 E 5 A_FadeOut(0.1,1)
		Goto Death+1
	}
}

ACTOR OrangeBodyPart5 : BodyPart3
{
States
	{
	Spawn:
		ORB5 AABBCCDD 2 A_SpawnItemEx("OrangeGibTrail",0,0,0, Random(-1,1),Random(-1,1),Random(-1,1),0,128)
		Loop
	Death:
	Crash:
		ORB5 E 150
		ORB5 E 5 A_FadeOut(0.1,1)
		Goto Death+1
	}
}

ACTOR OrangeBodyPart6 : BodyPart1
{
States
	{
	Spawn:
		ORB6 A 1 A_SpawnItemEx("OrangeGibTrail",0,0,0,Random(-1,1),Random(-1,1),Random(-1,1),0,128)
		Loop
	Crash:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("gib/bounce")
		ORB6 A 150
		ORB6 A 5 A_FadeOut(0.1,1)
		Goto Crash+3
	}
}

ACTOR OrangeBodyPart7 : BodyPart1
{
States
	{
	Spawn:
		ORB7 A 1 A_SpawnItemEx("OrangeGibTrail",0,0,0,Random(-1,1),Random(-1,1),Random(-1,1),0,128)
		Loop
	Crash:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("gib/bounce")
		ORB7 A 150
		ORB7 A 5 A_FadeOut(0.1,1)
		Goto Crash+3
	}
}

ACTOR OrangeBodyPart8 : BodyPart3
{
States
	{
	Spawn:
		ORB8 AABBCCDD 2 A_SpawnItemEx("OrangeGibTrail",0,0,0,Random(-1,1),Random(-1,1),Random(-1,1),0,128)
		Loop
	Death:
	Crash:
		ORB8 E 150
		ORB8 E 5 A_FadeOut(0.1,1)
		Goto Death+1
	}
}

ACTOR OrangeGibTrail : RedGibTrail
{
States
	{
	Spawn:
		FBLO ABCD 2 A_FadeOut(0.06,1)
		Loop
	}
} 

ACTOR OrangeGibbedGenerator 
{
+NOBLOCKMAP
+CLIENTSIDEONLY
States 
{ 
Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(128,"Alternate")
	TNT1 AAA 0 A_CustomMissile("OrangeBloodCloud",random(0,40),0,random(0,360),2,random(0,360))
	TNT1 AAAAAA 0 A_SpawnDebris("NewFlyingBlood5")
	TNT1 A 1 A_SpawnDebris("OrangeBodyPart1")
	TNT1 A 1 A_SpawnDebris("OrangeBodyPart2")
	TNT1 A 1 A_SpawnDebris("OrangeBodyPart3")
	TNT1 A 1 A_SpawnDebris("OrangeBodyPart4")
	Stop
Alternate:
	TNT1 A 0
	TNT1 AAA 0 A_CustomMissile("OrangeBloodCloud", random(0,40),0,random(0,360),2,random(0,360))
	TNT1 AAAAAA 0 A_SpawnDebris("NewFlyingBlood5")
	TNT1 A 1 A_SpawnDebris("OrangeBodyPart5")
	TNT1 A 1 A_SpawnDebris("OrangeBodyPart6")
	TNT1 A 1 A_SpawnDebris("OrangeBodyPart7")
	TNT1 A 1 A_SpawnDebris("OrangeBodyPart8")
	Stop
	}
}

ACTOR BlueBodyPart1 : BodyPart1
{
States
	{
	Spawn:
		BUB1 A 1 A_SpawnItemEx("BlueGibTrail",0,0,0,Random(-1,1),Random(-1,1),Random(-1,1),0,128)
		Loop
	Crash:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("gib/bounce")
		BUB1 A 150
		BUB1 A 5 A_FadeOut(0.1,1)
		Goto Crash+3
	}
}

ACTOR BlueBodyPart2 : BodyPart1
{
States
	{
	Spawn:
		BUB2 A 1 A_SpawnItemEx("BlueGibTrail",0,0,0,Random(-1,1),Random(-1,1),Random(-1,1),0,128)
		Loop
	Crash:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("gib/bounce")
		BUB2 A 150
		BUB2 A 5 A_FadeOut(0.1,1)
		Goto Crash+3
	}
}

ACTOR BlueBodyPart3 : BodyPart3
{
States
	{
	Spawn:
		BUB3 AABBCCDD 2 A_SpawnItemEx("BlueGibTrail",0,0,0,Random(-1,1),Random(-1,1),Random(-1,1),0,128)
		Loop
	Death:
	Crash:
		BUB3 E 150
		BUB3 E 5 A_FadeOut(0.1,1)
		Goto Death+1
	}
}

ACTOR BlueBodyPart4 : BodyPart3
{
States
	{
	Spawn:
		BUB4 AABBCCDD 2 A_SpawnItemEx("BlueGibTrail",0,0,0,Random(-1,1),Random(-1,1),Random(-1,1),0,128)
		Loop
	Death:
	Crash:
		BUB4 E 150
		BUB4 E 5 A_FadeOut(0.1,1)
		Goto Death+1
	}
}

ACTOR BlueBodyPart5 : BodyPart3
{
States
	{
	Spawn:
		BUB5 AABBCCDD 2 A_SpawnItemEx("BlueGibTrail",0,0,0,Random(-1,1),Random(-1,1),Random(-1,1),0,128)
		Loop
	Death:
	Crash:
		BUB5 E 150
		BUB5 E 5 A_FadeOut(0.1,1)
		Goto Death+1
	}
}

ACTOR BlueBodyPart6 : BodyPart1
{
States
	{
	Spawn:
		BUB6 A 1 A_SpawnItemEx("BlueGibTrail",0,0,0,Random(-1,1),Random(-1,1),Random(-1,1),0,128)
		Loop
	Crash:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("gib/bounce")
		BUB6 A 150
		BUB6 A 5 A_FadeOut(0.1,1)
		Goto Crash+3
}
}

ACTOR BlueBodyPart7 : BodyPart1
{
States
	{
	Spawn:
		BUB7 A 1 A_SpawnItemEx("BlueGibTrail",0,0,0,Random(-1,1),Random(-1,1),Random(-1,1),0,128)
		Loop
	Crash:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("gib/bounce")
		BUB7 A 150
		BUB7 A 5 A_FadeOut(0.1,1)
		Goto Crash+3
	}
}

ACTOR BlueBodyPart8 : BodyPart3
{
States
	{
	Spawn:
		BUB8 AABBCCDD 2 A_SpawnItemEx("BlueGibTrail",0,0,0,Random(-1,1),Random(-1,1),Random(-1,1),0,128)
		Loop
	Death:
	Crash:
		BUB8 E 150
		BUB8 E 5 A_FadeOut(0.1,1)
		Goto Death+1
	}
}

ACTOR BlueGibTrail : RedGibTrail
{
States
	{
	Spawn:
		FBBL ABCD 2 A_FadeOut(0.06,1)
		Loop
	}
} 

ACTOR BlueGibbedGenerator 
{
+NOBLOCKMAP
+CLIENTSIDEONLY
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_Jump(128,"Alternate")
		TNT1 AAA 0 A_CustomMissile("BlueBloodCloud",random(0,40),0,random(0,360),2,random(0,360))
		TNT1 AAAAAA 0 A_SpawnDebris("NewFlyingBlood6")
		TNT1 A 1 A_SpawnDebris("BlueBodyPart1")
		TNT1 A 1 A_SpawnDebris("BlueBodyPart2")
		TNT1 A 1 A_SpawnDebris("BlueBodyPart3")
		TNT1 A 1 A_SpawnDebris("BlueBodyPart4")
		Stop
	Alternate:
		TNT1 A 0
		TNT1 AAA 0 A_CustomMissile("BlueBloodCloud",random(0,40),0,random(0,360),2,random(0,360))
		TNT1 AAAAAA 0 A_SpawnDebris("NewFlyingBlood6")
		TNT1 A 1 A_SpawnDebris("BlueBodyPart5")
		TNT1 A 1 A_SpawnDebris("BlueBodyPart6")
		TNT1 A 1 A_SpawnDebris("BlueBodyPart7")
		TNT1 A 1 A_SpawnDebris("BlueBodyPart8")
		Stop
	}
}

Actor MarineKilled : Inventory { Inventory.MaxAmount 4 }
Actor MarineGibbed : MarineKilled { }
Actor KillCount : Inventory { Inventory.MaxAmount 64 }

Actor FootStep2
{
PROJECTILE
height 1
radius 10
Speed 20
RenderStyle None
damage (0)
+THRUACTORS
Deathsound "foot/step"
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 1
		Stop
	Death:
		TNT1 A 0
		TNT1 A 1
		Stop
	}
}

Actor DeathKnightStep : FootStep2 { Deathsound "DeathKnight/step" }
Actor ExosStep : FootStep2 { Deathsound "Exos/Step" }
Actor MolochStep : FootStep2 { Deathsound "moloch/step" }
Actor BigHoofstep : FootStep2 { Deathsound "BigHoof/step" }
Actor SoundlessStep : FootStep2 { Deathsound "" }
Actor HumanishStep2 : FootStep2 { Deathsound "humanish/step" }
Actor BeefyStep2 : FootStep2 { Deathsound "beefy/step" }
Actor BruiserStep2 : FootStep2 { Deathsound "monster/Bruwlk" }
Actor HoofStep2 : FootStep2 { Deathsound "hoof/step" }
Actor CyZomStep : FootStep2 { Deathsound "Monsters/NBWalk" }
//============================================================
Actor BribeCaco
{
Projectile
Radius 3
Height 3
Speed 20
FastSpeed 30
Damage (1)
+ForcePain
Damagetype "Cacobribe"
States
	{
	Spawn:
		TNT1 A 45
		Stop
	Death:
		TNT1 A 1
		Stop
	}
}

Actor BribeCaco2 : BribeCaco { Damagetype "CacoBribe2" }
//============================================================
#Include "Actors/Complex-Stuff.dec"
#Include "Actors/LCA-Stuff-New.dec"
#Include "Actors/LCA-ARK-Stuff.dec"
#Include "Actors/Randommons-Stuff.dec"
#Include "Actors/Effects/HemSFX.txt"
#include "Actors/Items+Powerups/HemItems.txt"
#include "Actors/Items+Powerups/MutantSphere.dec"
#include "Actors/Items+Powerups/Flare.dec"
#Include "Actors/Weapons/Welder.txt"
#Include "Actors/Weapons/LegendarySSG.dec"
#Include "Actors/Weapons/Knife.dec"
#Include "Actors/Weapons/Enforcer.dec"
#Include "Actors/Weapons/HeavyChaingun.dec"
#Include "Actors/Weapons/SniperRifle.dec"
#Include "Actors/Weapons/Detonator.dec"
#Include "Actors/Weapons/Ionspray.dec"
#Include "Actors/Weapons/ProxLauncher.dec"
#Include "Actors/Weapons/Flashlight.dec"
#Include "Actors/Weapons/BFG2704.dec"
#Include "Actors/Weapons/NuclearMissileLauncher.dec"
#Include "Actors/Weapons/StunnerRifle.dec"
#Include "Actors/Weapons/Repeater.dec"
#Include "Actors/Weapons/PlasmaBeam.dec"
#Include "Actors/Weapons/EFG9000.dec"
#Include "Actors/Weapons/UACPlasmaticRifle.dec"
#Include "Actors/Weapons/Autogun.dec"
#Include "Actors/Weapons/BigFearGun.dec"
#Include "Actors/Weapons/BFG20K.dec"
#Include "Actors/Weapons/HellstormCannon.dec"
#Include "Actors/Weapons/HomingRocketLauncher.dec"
#Include "Actors/Weapons/RapidRocketlauncher.dec"

#include "Actors/Monsters/Imps/CyberImp.txt"
#include "Actors/Monsters/Imps/DarkCatharsi.txt"
#include "Actors/Monsters/Imps/DarkCyberImp.txt"
#include "Actors/Monsters/Imps/PainHarvester.txt"
#include "Actors/Monsters/Imps/NightShade.txt"
#include "Actors/Monsters/Imps/DoomShadow.txt"
#include "Actors/Monsters/Imps/Salamander.txt"
#include "Actors/Monsters/Imps/StoneImp.txt"
#include "Actors/Monsters/Imps/Ghoul.txt"
#Include "Actors/Monsters/Imps/FleshImp.txt"
#include "Actors/Monsters/Zombies/PGNZombie.txt"
#include "Actors/Monsters/Zombies/HEMDemonicZombie.txt"
#include "Actors/Monsters/Zombies/HadesTechZombie.txt"
#include "Actors/Monsters/Zombies/MarineSlayer.txt"
#include "Actors/Monsters/Zombies/RepeaterZombie.txt"
#include "Actors/Monsters/Zombies/MRLZombie.txt"
#include "Actors/Monsters/Zombies/JetpackZombie.txt"
#include "Actors/Monsters/Zombies/CyZombie.txt"
#include "Actors/Monsters/Zombies/PyroZombie.txt"
#include "Actors/Monsters/Zombies/SniperZombie.dec"
#include "Actors/Monsters/Zombies/BeamGuy.dec"
#include "Actors/Monsters/Zombies/RedHeavy.dec"
#include "Actors/Monsters/Zombies/ArmoredZombie.dec"
#include "Actors/Monsters/Zombies/ProShotgunCommando.dec"
#include "Actors/Monsters/Zombies/HEMLegendaryStealthTrooper.txt"
#include "Actors/Monsters/Pinkys/CorruptFiend.txt"
#include "Actors/Monsters/Pinkys/AbyssHound.txt"
#include "Actors/Monsters/Revs/Draugr.txt"
#include "Actors/Monsters/Revs/Pestilence.txt"
#include "Actors/Monsters/Knights/StoneKnight.txt"
#include "Actors/Monsters/Knights/FallenWarrior.txt"
#Include "Actors/Monsters/Knights/HereticKnight.txt"
#Include "Actors/Monsters/Barons/HellPaladin.txt"
#Include "Actors/Monsters/Imps/ImpWarlord.txt"
#include "Actors/Monsters/Cacos/PhazoDemon.txt"
#Include "Actors/Monsters/Fatsos/Ruffian.txt"
#Include "Actors/Monsters/Cacos/ImpureElemental.txt"
#Include "Actors/Monsters/Souls/LostSpirit.dec"
#Include "Actors/Monsters/Souls/ImpureSoul.txt"
#include "Actors/Monsters/Cacos/DarkCacoLich.txt"
#include "Actors/Monsters/Souls/Wicked.txt"
#include "Actors/Monsters/Pains/Broat.txt"
#include "Actors/Monsters/Souls/Bloodskull.txt"
#include "Actors/Monsters/Pains/BloodElemental.txt"
#include "Actors/Monsters/Souls/BabyWatcher.txt"
#include "Actors/Monsters/Souls/Fallen.dec"
#Include "Actors/Monsters/Arachnos/LaserSpider.txt"
#Include "Actors/Weapons/LaserCannon.dec"
#include "Actors/Monsters/Nazis/RocketDog.txt"
#include "Actors/Monsters/Nazis/SSSuperSoldierPyroCannon.dec"
#include "Actors/Monsters/Nazis/DeathKnight.txt"
#include "Actors/Monsters/Nazis/SSUberSoldat.dec"
#include "Actors/Monsters/Nazis/Schabbs.dec"
#Include "Actors/Monsters/Bosses/Overlord.txt"
#Include "Actors/Monsters/Barons/DarkCybruiser.txt"
#Include "Actors/Monsters/Bosses/Moloch.txt"
#Include "Actors/Monsters/Viles/Illusionist.txt"
#Include "Actors/Monsters/Barons/Damned.txt"
#include "Actors/Monsters/Barons/Heterodox.txt"
#include "Actors/Monsters/Imps/Hellion.txt"
#Include "Actors/Monsters/Bosses/AbyssalSatyr.txt"
#Include "Actors/Monsters/Knights/DoomCaster.txt"
#Include "Actors/Monsters/Knights/HellMonarch.txt"
#Include "Actors/Weapons/Nemesis.dec"
#Include "Actors/Monsters/Bosses/Heresiarch.txt"
#Include "Actors/Monsters/Arachnos/Aracknight.txt"
#Include "Actors/Monsters/Barons/Shinenen.txt"
#Include "Actors/Monsters/Zombies/ToxicZombie.txt"
#Include "Actors/Monsters/Zombies/CyberBrute.txt"
#Include "Actors/Weapons/BigFreezeGun.dec"
#Include "Actors/Monsters/Bosses/FreezedCyberDemon.txt"
#Include "Actors/Monsters/Cybers/Exos.txt"
#Include "Actors/Monsters/Cybers/CyberdemonClassic.dec"
#Include "Actors/Monsters/Bosses/Evil.dec"
#Include "Actors/Monsters/Bosses/BattleLord.txt"

#Include "Actors/Monsters/Arachnos/LegendaryBabyDemolisher.txt"
#Include "Actors/Monsters/Zombies/SawedOffShotgunGuy.dec"
#Include "Actors/Monsters/Zombies/LegendaryCowboy.dec"
#Include "Actors/Monsters/Zombies/LegendaryChainsawZombie.dec"
#Include "Actors/Monsters/Zombies/LegendaryKamikaze.dec"
#Include "Actors/Monsters/Souls/LegendaryHeroSoul.txt"
#Include "Actors/Monsters/Pinkys/DTechSpectre.txt"
#Include "Actors/Monsters/Pinkys/StoneFiend.txt"
#Include "Actors/Monsters/Pinkys/LegendaryLurker.txt"

#Include "Actors/Weapons/Lifeleecher.txt"
#Include "Actors/Weapons/EBRifle.txt"
#Include "Actors/Weapons/AWorm.txt"
#Include "Actors/Weapons/LegendaryRevolver.dec"
#Include "Actors/Weapons/LegendaryChainsaw.dec"
#Include "Actors/Weapons/LegendaryRailgun.dec"
#Include "Actors/Weapons/VileStaff.dec"
#Include "Actors/Weapons/ImprovedMinigun.dec"
#Include "Actors/Weapons/Nailgun.dec"

#Include "Actors/Player/HemPlayer.txt"

#Include "Actors/Spawner/HemSpawner.txt"
#Include "Actors/Spawner/HemSpawners.dec"