
//===========================================================================
//
// Zombie man
//
//===========================================================================
ACTOR Zombieman1 Replaces Zombieman
{
	Game Doom
	SpawnID 4
	Health 20
	Radius 20
	Height 56
	Speed 8
	PainChance 200
	Monster
	+FLOORCLIP
	SeeSound "grunt/sight"
	AttackSound "grunt/attack"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	Obituary "$OB_ZOMBIE"
	DropItem "Clip"
	BloodColor darkred
	States
	{
	Spawn:
		POSS AB 10 A_Look
		Loop
	See:
		POSS AABBCCDD 4 A_Chase
		Loop
	Missile:
		POSS E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("ENEMYGUN", 1)
		TNT1 A 0 A_PlaySound("MGUN2", 4)
		TNT1 A 0 A_CustomMissile("EnemyBullet", 38, 0, random(-6,6), 1, random(-1,1))
		POSS F 8
		POSS E 8
		Goto See
	Pain:
		POSS G 3
		POSS G 3 A_Pain
		Goto See
	Death.Melee:
		NULL A 0
		NULL A 0 A_FaceTarget
		NULL A 0 A_Recoil(10)
	Death:
		POSS H 0
		TNT1 A 0 A_CustomMissile("CeilingBloodChecker", 50,  0, random(0, 360), 2, random(60, 90))
		POSS H 0 A_Jump(192, "Death1", "Death2", "Death3", "Death4", "Death5")
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 40,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(45, 50))
		POSS H 5
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		POSS K 5
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		POSS L -1
		Stop
	Death1://Leg
		TNT1 AAAA 0 A_CustomMissile("FlyingBloodParticleFast", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("XZombieManLeg", 10,  0, random(0, 360), 2, random(40, 50))
		TNT1 A 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(45, 50))
		POS7 A 6 A_Scream
		POS7 B 6 A_NoBlocking
		POS7 C 6
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		POS7 D -1
		Stop
	Death2://Arm
		TNT1 AAA 0 A_CustomMissile("FlyingBloodParticleFast", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("XDeathArm", 50,  0, random(0, 360), 2, random(40, 60))
		TNT1 A 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(45, 50))
		ZZD2 A 6 A_Scream
		ZZD2 B 6 A_NoBlocking
		ZZD2 CD 6
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		ZZD2 E -1
		Stop
	Death3://Head
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 50,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleBig", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath2b", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath3b", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(45, 50))
		ZZD6 B 6 A_Scream
		ZZD6 C 6 A_NoBlocking
		ZZD6 DEF 6
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		ZZD6 G -1
		Stop
	Death4://Guts
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 30,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleBig", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(45, 50))
		TNT1 AA 0 A_CustomMissile("XDeath2b", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath3b", 30,  0, random(0, 360), 2, random(10, 45))
		ZXZ2 A 6 A_Scream
		ZXZ2 B 6 A_NoBlocking
		ZXZ2 BCD 6
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		ZXZ2 E -1
		Stop
	Death5://Heavy1
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 30,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleBig", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(45, 50))
		TNT1 AA 0 A_CustomMissile("XDeath2b", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath3b", 30,  0, random(0, 360), 2, random(10, 45))
		ZXZ2 A 6 A_Scream
		ZXZ2 B 6 A_NoBlocking
		ZXZ2 BCD 6
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		ZXZ2 E -1
		Stop
	XDeath:
		POSS M 4
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 60,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleBig", 50,  0, random(0, 360), 2, random(30, 90))
		TNT1 AAAA 0 A_CustomMissile("FlyingBloodParticleBig", 30,  0, random(0, 360), 2, random(10, 45))

		TNT1 AA 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(45, 50))
		TNT1 AA 0 A_CustomMissile("XDeathArm", 50,  0, random(0, 360), 2, random(40, 60))
		TNT1 AAA 0 A_CustomMissile("XDeath2", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AAA 0 A_CustomMissile("XDeath3", 50,  0, random(0, 360), 2, random(10, 45))
		POSS N 5 A_XScream
		POSS O 5 A_NoBlocking
		POSS PQRST 5
		TNT1 A 0 A_CustomMissile("XDeath1", 40,  0, random(0, 360), 2, random(10, 45))
		POSS U -1
		Stop


	Death.Saw:
		POSS M 4
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 60,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAA 0 A_CustomMissile("FlyingBloodParticleBig", 50,  0, random(0, 360), 2, random(30, 90))
		TNT1 AAA 0 A_CustomMissile("FlyingBloodParticleBig", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 AAA 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(10, 45))
		TNT1 A 0 A_CustomMissile("XDeath1", 40,  0, random(0, 360), 2, random(10, 45))
		POSS N 5 A_XScream
		POSS O 5 A_NoBlocking
		POSS PQRST 5
		POSS U -1
		Stop
	Raise:
		POSS K 5
		POSS JIH 5
		Goto See
	Death.Plasma:
		DPS1 A 0 A_Stop
		DPS1 A 0 A_XScream
		DPS1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("SmokePillar")
		TNT1 A 0 A_CustomMissile("XDeath2", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 A 0 A_CustomMissile("XDeath3", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 60,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAA 0 A_CustomMissile("FlyingBloodParticleBig", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 A 0 A_CustomMissile("XDeath1", 40,  0, random(0, 360), 2, random(10, 45))
		DPS1 ABCDEFG 4
		DPS1 H -1
		Stop
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile("FlyingBloodParticleCrushed", 0,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("XDeath2", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath3", 50,  0, random(0, 360), 2, random(10, 45))
		CRSH A 1
		CRSH A -1
		Stop
	}
}

//===========================================================================
//
// Sergeant / Shotgun guy
//
//===========================================================================
ACTOR ShotgunGuy1 Replaces ShotgunGuy
{
	Game Doom
	SpawnID 1
	Health 30
	Radius 20
	Height 56
	Mass 100
	Speed 8
	PainChance 170
	Monster
	+FLOORCLIP
	SeeSound "shotguy/sight"
	AttackSound "shotguy/attack"
	PainSound "shotguy/pain"
	DeathSound "shotguy/death"
	ActiveSound "shotguy/active"
	Obituary "$OB_SHOTGUY"
	DropItem "Shotgun"
	States
	{
	Spawn:
		SPOS AB 10 A_Look
		Loop
	See:
		SPOS AABBCCDD 3 A_Chase
		Loop
	Missile:
		SPOS E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("ENEMYGUN", 1)
		TNT1 A 0 A_PlaySound("enemysg", 4)
		TNT1 AAA 0 A_CustomMissile("EnemyBullet", 38, 0, random(-6,6), 1, random(-1,1))
		SPOS F 10 BRIGHT
		SPOS E 10
		TNT1 A 0 A_PlaySound("STGPUMP", 4)
		SPSR ABA 4
		Goto See
	Pain:
		SPOS G 3
		SPOS G 3 A_Pain
		Goto See

	Death:
		SPOS H 0
		TNT1 A 0 A_CustomMissile("CeilingBloodChecker", 50,  0, random(0, 360), 2, random(60, 90))
		SPOS H 0 A_Jump(192, "Death1", "Death2", "Death3", "Death4", "Death5")
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 40,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(45, 50))
		SPOS H 5
		SPOS I 5 A_Scream
		SPOS J 5 A_NoBlocking
		SPOS K 5
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		SPOS L -1
		Stop
	Death1://Leg
		TNT1 AAAA 0 A_CustomMissile("FlyingBloodParticleFast", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("XShotgunnerLeg", 10,  0, random(0, 360), 2, random(40, 50))
		TNT1 A 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(45, 50))
		SPO3 A 6 A_Scream
		SPO3 B 6 A_NoBlocking
		SPO3 CGH 6
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		SPO3 F -1
		Stop
	Death2://Arm
		TNT1 AAA 0 A_CustomMissile("FlyingBloodParticleFast", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("XDeathArm", 50,  0, random(0, 360), 2, random(40, 60))
		TNT1 A 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(45, 50))
		SPO5 A 6 A_Scream
		SPO5 B 6 A_NoBlocking
		SPO5 CD 6
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		SPO5 E -1
		Stop
	Death3://Head
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 50,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleBig", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath2b", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath3b", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(45, 50))
		TNT1 AAA 0 A_CustomMissile("GibHeadPiece", 55,  0, random(0, 360), 2, random(45, 50))
		TNT1 A 0 A_CustomMissile("GibTeeth", 55,  0, random(0, 360), 2, random(45, 50))
		TNT1 A 0 A_CustomMissile("GibEyeball", 55,  0, random(0, 360), 2, random(45, 50))
		SPDH B 6 A_Scream
		SPDH C 6 A_NoBlocking
		SPDH DE 6
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		SPDH E -1
		Stop
	Death4://Guts
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 30,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleBig", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(45, 50))
		TNT1 AA 0 A_CustomMissile("XDeath2b", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath3b", 30,  0, random(0, 360), 2, random(10, 45))
		ZXZ7 A 6 A_Scream
		ZXZ7 B 6 A_NoBlocking
		ZXZ7 BCD 6
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		ZXZ7 E -1
		Stop
	Death5://Heavy1
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 30,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleBig", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(45, 50))
		TNT1 AA 0 A_CustomMissile("XDeath2b", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath3b", 30,  0, random(0, 360), 2, random(10, 45))
		ZXZ6 A 6 A_Scream
		ZXZ6 B 6 A_NoBlocking
		ZXZ6 BCD 6
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		ZXZ6 E -1
		Stop
	XDeath:
		POSS M 4
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 60,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleBig", 50,  0, random(0, 360), 2, random(30, 90))
		TNT1 AAAA 0 A_CustomMissile("FlyingBloodParticleBig", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 A 0 A_CustomMissile("XDeath1", 40,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(45, 50))
		TNT1 AA 0 A_CustomMissile("XDeathArm", 50,  0, random(0, 360), 2, random(40, 60))
		TNT1 AAA 0 A_CustomMissile("XDeath2", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AAA 0 A_CustomMissile("XDeath3", 50,  0, random(0, 360), 2, random(10, 45))
		POSS N 5 A_XScream
		POSS O 5 A_NoBlocking
		POSS PQRST 5
		POSS U -1
		Stop
	Death.Plasma:
		DPS1 A 0 A_Stop
		DPS1 A 0 A_XScream
		DPS1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("SmokePillar")
		TNT1 A 0 A_CustomMissile("XDeath2", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 A 0 A_CustomMissile("XDeath3", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 60,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAA 0 A_CustomMissile("FlyingBloodParticleBig", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 A 0 A_CustomMissile("XDeath1", 40,  0, random(0, 360), 2, random(10, 45))
		DPS1 ABCDEFG 4
		DPS1 H -1
		Stop
	Raise:
		SPOS L 5
		SPOS KJIH 5
		Goto See
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile("FlyingBloodParticleCrushed", 0,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("XDeath2", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath3", 50,  0, random(0, 360), 2, random(10, 45))
		CRSH A 1
		CRSH A -1
		Stop

	Death.Saw:
		POSS M 4
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 60,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAA 0 A_CustomMissile("FlyingBloodParticleBig", 50,  0, random(0, 360), 2, random(30, 90))
		TNT1 AAA 0 A_CustomMissile("FlyingBloodParticleBig", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 AAA 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(10, 45))
		TNT1 A 0 A_CustomMissile("XDeath1", 40,  0, random(0, 360), 2, random(10, 45))
		POSS N 5 A_XScream
		POSS O 5 A_NoBlocking
		POSS PQRST 5
		POSS U -1
		Stop
	}
}

//===========================================================================
//
// Chaingunner
//
//===========================================================================
ACTOR ChaingunGuy1 Replaces Chaingunguy
{
	Game Doom
	SpawnID 2
	Health 70
	Radius 20
	Height 56
	Mass 100
	Speed 8
	PainChance 170
	Monster
	+FLOORCLIP
	SeeSound "chainguy/sight"
	PainSound "chainguy/pain"
	DeathSound "chainguy/death"
	ActiveSound "chainguy/active"
	AttackSound "chainguy/attack"
	Obituary "$OB_CHAINGUY"
	Dropitem "Clip2"
	Dropitem "Clip2"
	States
	{
	Spawn:
		CPOS AB 10 A_Look
		Loop
	See:
		CPOS AABBCCDD 3 A_Chase
		Loop
	Missile:
		CPOS E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("ENEMYGUN", 1)
		TNT1 A 0 A_PlaySound("MGUN2", 4)
		TNT1 A 0 A_CustomMissile("EnemyBullet", 38, 0, random(-8,8), 1, random(-1,1))
		CPOS F 1 BRIGHT
		CPOS E 2
		CPOS E 1 A_CPosRefire
		Goto Missile+1
	Pain:
		CPOS G 3
		CPOS G 3 A_Pain
		Goto See

	Death:
		CPHS A 1
		TNT1 A 0 A_CustomMissile("CeilingBloodChecker", 50,  0, random(0, 360), 2, random(60, 90))
		TNT1 AAA 0 A_CustomMissile("FlyingBloodParticleBig", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 A 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(45, 50))
		POSS H 0 A_Jump(255, "Death1", "Death2", "Death3")
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 40,  0, random(0, 360), 2, random(0, 90))
	Death1:
		TNT1 AAAA 0 A_CustomMissile("FlyingBloodParticleFast", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("XDeathBlackArm", 50,  0, random(0, 360), 2, random(40, 60))
		TNT1 AA 0 A_CustomMissile("XDeath2b", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath3b", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AAA 0 A_CustomMissile("GibHeadPiece", 55,  0, random(0, 360), 2, random(45, 50))
		TNT1 A 0 A_CustomMissile("GibTeeth", 55,  0, random(0, 360), 2, random(45, 50))
		TNT1 A 0 A_CustomMissile("GibEyeball", 55,  0, random(0, 360), 2, random(45, 50))
		CPSC A 6 A_Scream
		CPSC B 6 A_NoBlocking
		CPSC CDEFG 6
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		CPSC H -1
		Stop
	Death2:
		TNT1 AAA 0 A_CustomMissile("FlyingBloodParticleFast", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("XDeathBlackArm", 50,  0, random(0, 360), 2, random(40, 60))
		TNT1 AA 0 A_CustomMissile("XDeath2b", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath3b", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AAA 0 A_CustomMissile("GibHeadPiece", 55,  0, random(0, 360), 2, random(45, 50))
		TNT1 A 0 A_CustomMissile("GibTeeth", 55,  0, random(0, 360), 2, random(45, 50))
		TNT1 A 0 A_CustomMissile("GibEyeball", 55,  0, random(0, 360), 2, random(45, 50))
		MPSD A 6 A_Scream
		MPSD B 6 A_NoBlocking
		MPSD C 6
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		MPSD D -1
		Stop
	Death3://Head
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 50,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("XDeath2b", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath3b", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AAA 0 A_CustomMissile("GibHeadPiece", 55,  0, random(0, 360), 2, random(45, 50))
		TNT1 A 0 A_CustomMissile("GibTeeth", 55,  0, random(0, 360), 2, random(45, 50))
		TNT1 A 0 A_CustomMissile("GibEyeball", 55,  0, random(0, 360), 2, random(45, 50))
		CPHS B 6 A_Scream
		CPHS C 6 A_NoBlocking
		CPHS DE 6
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		CPHS F -1
		Stop
	Death4://Guts
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 30,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleBig", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath2b", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath3b", 30,  0, random(0, 360), 2, random(10, 45))
		ZXZ2 A 6 A_Scream
		ZXZ2 B 6 A_NoBlocking
		ZXZ2 BCD 6
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		ZXZ2 E -1
		Stop
	Death5://Heavy1
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 30,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleBig", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath2b", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath3b", 30,  0, random(0, 360), 2, random(10, 45))
		ZXZ2 A 6 A_Scream
		ZXZ2 B 6 A_NoBlocking
		ZXZ2 BCD 6
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		ZXZ2 E -1
		Stop
	XDeath:
		POSS M 4
		TNT1 AA 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(45, 50))
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 60,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAAA 0 A_CustomMissile("FlyingBloodParticleBig", 50,  0, random(0, 360), 2, random(30, 90))
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleBig", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 A 0 A_CustomMissile("XDeathBlackArm", 50,  0, random(0, 360), 2, random(40, 60))
		TNT1 AAA 0 A_CustomMissile("XDeath2", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AAA 0 A_CustomMissile("XDeath3", 50,  0, random(0, 360), 2, random(10, 45))
		POSS O 5 A_NoBlocking
		CPOS P 5 A_XScream
		CPOS QRST 5
		TNT1 A 0 A_CustomMissile("XDeath1", 20,  0, random(0, 360), 2, random(10, 45))
		CPOS T -1
		Stop
	Death.Plasma:
		DPS1 A 0 A_Stop
		DPS1 A 0 A_XScream
		DPS1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("SmokePillar")
		TNT1 A 0 A_CustomMissile("XDeath2", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 A 0 A_CustomMissile("XDeath3", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 60,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAA 0 A_CustomMissile("FlyingBloodParticleBig", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 A 0 A_CustomMissile("XDeath1", 40,  0, random(0, 360), 2, random(10, 45))
		DPS1 ABCDEFG 4
		DPS1 H -1
		Stop
	Raise:
		CPOS N 5
		CPOS MLKJIH 5
		Goto See
	Crush:
		TNT1 AAAAAAAAAA 0 A_CustomMissile("FlyingBloodParticleCrushed", 0,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("XDeath2", 50,  0, random(0, 360), 2, random(10, 45))
		TNT1 AA 0 A_CustomMissile("XDeath3", 50,  0, random(0, 360), 2, random(10, 45))
		CRSH A 1
		CRSH A -1
		Stop

	Death.Saw:
		POSS M 4
		TNT1 AA 0 A_CustomMissile("FlyingBloodParticleFast", 60,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAA 0 A_CustomMissile("FlyingBloodParticleBig", 50,  0, random(0, 360), 2, random(30, 90))
		TNT1 AAA 0 A_CustomMissile("FlyingBloodParticleBig", 30,  0, random(0, 360), 2, random(10, 45))
		TNT1 AAA 0 A_CustomMissile("XDeath1b", 40,  0, random(0, 360), 2, random(10, 45))
		TNT1 A 0 A_CustomMissile("XDeath1", 40,  0, random(0, 360), 2, random(10, 45))
		POSS N 5 A_XScream
		POSS O 5 A_NoBlocking
		POSS PQRST 5
		POSS U -1
		Stop
	}
}