//Gore decoration goes here


ACTOR RandomHeads : HeadOnAStick replaces HeadOnAStick
{
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(112, "AltSkull", "AltSkull2" )
		TNT1 A 0 A_Jump(96, "Doom64Head1", "Doom64Head2", "Doom64Head3", "Doom64Head4")
		TNT1 A 0 A_Jump(48, "MarineHead", "MarineHead2")
		POL4 A -1
		Stop
		
	AltSkull:
		POL4 B -1
		Stop
		
	AltSkull2:
		POL4 F -1
		Stop

	MarineHead:
		POL4 C -1
		Stop
		
	MarineHead2:
		POL4 G -1
		Stop
		
	Doom64Head1:
		POL4 D -1
		Stop
		
	Doom64Head2:
		POL4 E -1
		Stop
		
	Doom64Head3:
		POL4 H -1
		Stop
		
	Doom64Head4:
		POL4 I -1
		Stop
		
	}
}

ACTOR RandomTwitch : BloodyTwitch replaces BloodyTwitch
{
	Game Doom
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(128, "Reverse")
		TNT1 A 0 A_Jump(32, "Gore1", "Gore2", "Gore3", "Gore4")
		GOR1 A 10
		GOR1 B 15
		GOR1 C 8
		GOR1 B 6
		Loop
		
	Gore1:
		HNG1 A -1
		Stop
		
	Gore2:
		HNG2 A -1
		Stop
	
	Gore3:
		HNG1 B -1
		Stop
		
	Gore4:
		HNG2 B -1
		Stop
	
	Reverse:
		GOR1 D 10
		GOR1 E 15
		GOR1 F 8
		GOR1 E 6
		Loop
	
	}
}

ACTOR RandomTwitchPass : RandomTwitch replaces NonsolidTwitch
{
-SOLID
}


ACTOR ImpaledDude : DeadStick replaces DeadStick
{
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(104, "Alt", "Alt2", "Alt3", "Alt4", "Alt5")
		TNT1 A 0 A_Jump(48, "Alt6", "Alt7", "Alt8", "Alt9", "AltA", "AltB")
		POL1 A -1
		Stop
		
	Alt:
		POL1 B -1
		Stop
	
	Alt2:
		POL1 C -1
		Stop
		
	Alt3:
		POL1 D -1
		Stop
		
	Alt4:
		POL1 E -1
		Stop
		
	Alt5:
		POL1 F -1
		Stop
	
	Alt6:
		POL1 G -1
		Stop
	
	Alt7:
		POL1 H -1
		Stop
		
	Alt8:
		POL1 I -1
		Stop		
	
	Alt9:
		POL1 J -1
		Stop
	
	AltA:
		POL1 K -1
		Stop	
	
	AltB:
		POL1 L -1
		Stop	
	
	
	}
}


ACTOR LiveImpaledDude : LiveStick replaces LiveStick
{
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(128, "Alt")
		POL6 A 6
		POL6 B 8
		Loop
		
	Alt:
		POL6 C 6
		POL6 D 8
		Loop
		
	}
}

ACTOR OneLegDude : Meat3 replaces Meat3
{
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(128, "Alt")
		GOR3 A -1
		Stop
		
	Alt:
		GOR3 B -1
		Stop
		
	}
}

ACTOR OneLegDudePass : OneLegDude replaces NonsolidMeat3
{
-SOLID
}

ACTOR TorsoOrUpperBody : Meat4 replaces Meat4
{
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(96, "Torso1", "Torso2", "Torso3")
		GOR4 A -1
		Stop
		
	Torso1:
		GOR4 B -1
		Stop
		
	Torso2:
		GOR4 C -1
		
	Torso3:
		GOR4 D -1
		Stop
		
	}
}

ACTOR TorsoUpperStuffPass : TorsoOrUpperBody replaces NonsolidMeat4
{
-SOLID
}


ACTOR SomeDudesLeg : Meat5 replaces Meat5
{
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(128, "Alt")
		TNT1 A 0 A_Jump(32, "Alt2", "Alt3")
		GOR5 A -1
		Stop
		
	Alt:
		GOR5 D -1
		Stop
		
	Alt2:
		GOR5 B -1
		Stop
		
	Alt3:
		GOR5 C -1
		Stop
		
	}
}

ACTOR SomeDudesLegPass : SomeDudesLeg replaces NonSolidMeat5
{
-SOLID
}


ACTOR RandomBrain: BrainStem replaces BrainStem
{
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(128, "Reverse", "Alt", "AltR")
		BRS1 A -1
		Stop
		
	Reverse:
		BRS1 B -1
		Stop
		
	Alt:
		BRS2 A -1
		Stop
		
	AltR:
		BRS2 B -1
		Stop
		
	}
}

//Intact, no guts
ACTOR HangingDudeNoGuts : HangNoGuts replaces HangNoGuts
{
	Game Doom
	+SOLID
	+NOGRAVITY
	+SPAWNCEILING
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(128, "Alt")
		HNG1 A -1
		Stop
		
	Alt:
		HNG1 B -1
		Stop
	
	}
}

//Intact, no brain, no guts
ACTOR HangingDudeNoBrainNoGuts : HangBNoBrain replaces HangBNoBrain
{
	Game Doom
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(128, "Alt")
		HNG2 A -1
		Stop
		
	Alt:
		HNG2 B -1
		Stop
		
	}
}

ACTOR HangingDudeJustUpperTorso : HangTLookingDown replaces HangTLookingDown
{
	Game Doom
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(128, "Alt")
		HNG3 A -1
		Stop
		
	Alt:
		HNG3 B -1
		Stop
		
	}
}


ACTOR HangingDudeOpenSkull : HangTSkull replaces HangTSkull
{
	Game Doom
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(128, "Alt")
		HNG4 A -1
		Stop
		
	Alt:
		HNG4 B -1
		Stop
		
	}
}


ACTOR TorsoGuyLookingUp : HangTLookingUp replaces HangTLookingUp
{
	Game Doom
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(128, "Alt")
		HNG5 A -1
		Stop
		
	Alt:
		HNG5 B -1
		Stop
		
	}
}


ACTOR TorsoGuyNoBrain : HangTNoBrain replaces HangTNoBrain
{
	Game Doom
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(128, "Alt")
		HNG6 A -1
		Stop
		
	Alt:
		HNG6 B -1
		Stop
		
	}
}

ACTOR RandomSmallBlood : SmallBloodPool replaces SmallBloodPool
{
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_Jump(128, "Alt", "Alt2")
		POB2 A -1
		Stop
		
	Alt:
		BLOD A -1
		Stop
		
	Alt2:
		POL5 B -1
			Stop
		
	}
}