/////////////////////////////
//Random marine corpses here/
/////////////////////////////

//Corpse sources: id software, Project MSX and Brutal Doom

actor VariedDeadMarine : DeadMarine replaces DeadMarine
{
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(160, "ReverseNormal", "ShotUp", "ShotUpReverse", "OnBack", "OnBackR")
		TNT1 A 0 A_Jump(144, "Normal2", "Normal2Reverse", "Hands", "Hands2", "Normal3", "Normal3R")
		TNT1 A 0 A_Jump(32, "NoHead", "NoHeadReverse", "NoHead2", "NoHead2Reverse", "Side", "Side2", "NoHead3", "NoHead3R", "NoHead4", "NoHead4R" )
		TNT1 A 0 A_Jump(24, "Burned", "BurnedReverse")
		DEAD F -1
		Stop
		
	ReverseNormal:
		DEAD G -1
		Stop
		
	NoHead:
		DEAD A -1
		Stop
		
	NoHeadReverse:
		DEAD B -1
		Stop
		
	ShotUp:
		DEAD C -1
		Stop
		
	ShotUpReverse:
		DEAD D -1
		Stop
		
	NoHead2:
		DEAD H -1
		Stop
		
	NoHead2Reverse:
		DEAD I -1
		Stop
		
	Burned:
		DEAD J -1
		Stop
		
	BurnedReverse:
		DEAD K -1
		Stop
		
	Normal2:
		DEAD E -1
		Stop
		
	Normal2Reverse:
		DEAD L -1
		Stop
		
	Side:
		DEAD M -1
		Stop
		
	Side2:
		DEAD N -1
		Stop
		
	Hands:
		DEAD O -1
		Stop
		
	Hands2:
		DEAD P -1
		Stop
		
	Normal3:
		DEAD Q -1
		Stop
		
	Normal3R:
		DEAD R -1
		Stop
	
	NoHead3:
		DEAD S -1
		Stop
		
	NoHead3R:
		DEAD T -1
		Stop
	
	OnBack:
		DEAD U -1
		Stop
		
	OnBackR:
		DEAD V -1
		Stop
		
	NoHead4:
		DEAD W -1
		Stop
		
	NoHead4R:
		DEAD X -1
		Stop
	
	}
}


//Random wrecked marine corpses here
actor VariedGibbedMarine : GibbedMarine replaces GibbedMarine
{
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(160, "NormalReverse", "Gibs1", "Gibs2")
		TNT1 A 0 A_Jump(48, "Eaten", "EatenReverse", "NoHead", "NoHeadReverse")
		TNT1 A 0 A_Jump(48, "Half1", "Half2", "Half3", "Half4", "UpperHalf", "UpperHalfR")
		TNT1 A 0 A_Jump(24, "RippedOpen", "RippedOpenReverse", "Guts", "Guts2", "Half5", "Half6")
		DEA2 A -1
		Stop
		
	NormalReverse:
		DEA2 B -1
		Stop
		
	RippedOpen:
		DEA2 C -1
		Stop
		
	RippedOpenReverse:
		DEA2 D -1
		Stop
		
	Eaten:
		DEA2 E -1
		Stop
		
	EatenReverse:
		DEA2 F -1
		Stop
		
	NoHead:
		DEAD A -1
		Stop
		
	NoHeadReverse:
		DEAD B -1
		Stop
		
	Gibs1:
		DEA2 G -1
		Stop
		
	Gibs2:
		DEA2 H -1
		Stop
		
	Guts:
		DEA2 I -1
		Stop
		
	Guts2:
		DEA2 J -1
		Stop
		
	Half1:
		DEA2 K -1
		Stop
	
	Half2:
		DEA2 L -1
		Stop
		
	UpperHalf:
		DEA2 M -1
		Stop
	
	UpperHalfR:
		DEA2 N -1
		Stop		

	Half3:
		DEA2 O -1
		Stop
	
	Half4:
		DEA2 P -1
		Stop
		
	Half5:
		DEAD Y -1
		Stop
	
	Half6:
		DEAD Z -1
		Stop

		
	}
}

//Also wrecked marines here
actor VariedGibbedMarineExtra : GibbedMarineExtra replaces GibbedMarineExtra
{
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(160, "NormalReverse", "Gibs1", "Gibs2")
		TNT1 A 0 A_Jump(48, "Eaten", "EatenReverse", "NoHead", "NoHeadReverse")
		TNT1 A 0 A_Jump(48, "Half1", "Half2", "Half3", "Half4", "UpperHalf", "UpperHalfR")
		TNT1 A 0 A_Jump(24, "RippedOpen", "RippedOpenReverse", "Guts", "Guts2", "Half5", "Half6")
		DEA2 A -1
		Stop
		
	NormalReverse:
		DEA2 B -1
		Stop
		
	RippedOpen:
		DEA2 C -1
		Stop
		
	RippedOpenReverse:
		DEA2 D -1
		Stop
		
	Eaten:
		DEA2 E -1
		Stop
		
	EatenReverse:
		DEA2 F -1
		Stop
		
	NoHead:
		DEAD A -1
		Stop
		
	NoHeadReverse:
		DEAD B -1
		Stop
		
	Gibs1:
		DEA2 G -1
		Stop
		
	Gibs2:
		DEA2 H -1
		Stop
		
	Guts:
		DEA2 I -1
		Stop
		
	Guts2:
		DEA2 J -1
		Stop
		
	Half1:
		DEA2 K -1
		Stop
	
	Half2:
		DEA2 L -1
		Stop
		
	UpperHalf:
		DEA2 M -1
		Stop
	
	UpperHalfR:
		DEA2 N -1
		Stop		

	Half3:
		DEA2 O -1
		Stop
	
	Half4:
		DEA2 P -1
		Stop
		
	Half5:
		DEAD Y -1
		Stop
	
	Half6:
		DEAD Z -1
		Stop

		
	}
}


//Added placed dead things (IE dead zombieman) below

actor DeadZombieGuy : DeadZombieMan replaces DeadZombieman
{
	DropItem None
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(128, "Alt1", "Alt2", "Alt3", "Alt4", "Alt5", "Alt6", "Alt7", "Alt8", "Alt9")
		POSS L -1
		Stop
		
	Alt1:
		PSS2 J -1
		Stop
	
	Alt2:
		PSS2 E -1
		Stop
		
	Alt3:
		PSSR E -1
		Stop
		
	Alt4:
		POSH Z -1
		Stop
		
	Alt5:
		PSH2 Z -1
		Stop
	
	Alt6:
		ZDED A -1
		Stop
		
	Alt7:
		ZDED B -1
		Stop
		
	Alt8:
		DEA3 M -1
		Stop
		
	Alt9:
		DEA3 N -1
		Stop
		
	}
}


actor DeadShotgunner : DeadShotgunGuy replaces DeadShotgunGuy
{
	DropItem None
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(128, "Alt1", "Alt2", "Alt3", "Alt4", "Alt5", "Alt6", "Alt7", "Alt8", "Alt9")
		SPOS L -1
		Stop
		
	Alt1:
		PS22 J -1
		Stop
		
	Alt2:
		PS22 E -1
		Stop
		
	Alt3:
		PS2R E -1
		Stop
	
	Alt4:
		SPOS Z -1
		Stop
	
	Alt5:
		SPO2 Z -1
		Stop
		
	Alt6:
		SPHS F -1
		Stop
		
	Alt7:
		SPHS L -1
		Stop
		
	Alt8:
		SDED A -1
		Stop
		
	Alt9:
		SDED B -1
		Stop
	
	}
}


actor DeadAnnoyingBrownThing : DeadDoomImp replaces DeadDoomImp
{
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(128, "Alt1", "Alt2", "Alt3", "Alt4", "Alt5", "Alt6", "Alt7", "Alt8", "Alt9")
		TROO M -1
		Stop
		
	Alt1:
		IPDI E -1
		Stop
		
	Alt2:
		TRO2 M -1
		Stop
		
	Alt3:
		TRO3 M -1
		Stop
		
	Alt4:
		TROH E -1
		Stop
		
	Alt5:
		TROH J -1
		Stop
		
	Alt6:
		DEA3 A -1
		Stop
		
	Alt7:
		DEA3 B -1
		Stop
		
	Alt8:
		DEA3 C -1
		Stop
		
	Alt9:
		DEA3 D -1
		Stop
		
	AltA:
		DEA3 I -1
		Stop
		
	AltB:
		DEA3 J -1
		Stop
		
	AltC:
		DEA3 K -1
		Stop
		
	AltD:
		DEA3 L -1
		Stop
		
	}
}


actor DeadPinky : DeadDemon replaces DeadDemon
{
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(128, "Alt1", "Alt2", "Alt3", "Alt4", "Alt5", "Alt6", "Alt7", "Alt8", "Alt9")
		SARG N -1
		Stop
		
	Alt1:
		S2RG N -1
		Stop
		
	Alt2:
		SAAR F -1
		Stop
		
	Alt3:
		SAAR U -1
		Stop
		
	Alt4:
		SARH D -1
		Stop
		
	Alt5:
		SRH2 D -1
		Stop
		
	Alt6:
		SAR1 T -1
		Stop
		
	Alt7:
		SAR2 T -1
		Stop
		
	Alt8:
		DEA3 G -1
		Stop
		
	Alt9:
		DEA3 H -1
		Stop
				
	}
}

actor DeadCaco : DeadCacodemon replaces DeadCacoDemon
{

	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(128, "Alt1", "Alt2", "Alt3", "Alt4", "Alt5", "Alt6", "Alt7", "Alt8")
		HEAD L -1
		Stop
		
	Alt1:
		HEA3 L -1
		Stop
		
	Alt2:
		H3D2 F -1
		Stop
	
	Alt3:
		HEDR L -1
		Stop
		
	Alt4:
		H3D2 L -1
		Stop
		
	Alt5:
		DEA3 E -1
		Stop
		
	Alt6:
		DEA3 F -1
		Stop
		
	Alt7:
		HEAD R -1
		Stop
		
	Alt8:
		HEAD X -1
		Stop
			
	}
}