	Actor AltdeathImp : DoomImp replaces DoomImp
	{
	States
	{
	
	//Smooth Doom stuff here
	
		Spawn:
		IMID AB 10 A_Look
		Loop
		
		Idle:
		IMID AB 12 A_Look
		Loop
		
		See:
		TROO AABBCCDD 3 A_Chase
		Loop
		
	Melee:
	Missile:
		TRSO I 1 A_FaceTarget
		TRSO IIJKL 3 A_FaceTarget
		TRSO M 3 A_TroopAttack
		TRSO LKJ 1
		Goto See	
		
	Pain:
		TRAI A 2
		TRAI B 2 A_Pain
		Goto See
		
	//End Smooth Doom stuff
	
	Death:
	    TNT1 A 0 A_Jump(64, "AltDeath", "AltDeath2", "AltDeath3", "AltDeath4", "AltDeath5", "AltDeath6", "Slump1", "Slump2")
		TNT1 A 0 A_Jump(16, "NoHead1", "NoHead2")
		TNT1 A 0 A_Jump(20, "Smashed1", "Smashed2")
		TNT1 A 0 A_Jump(28, "KnockDeath1", "KnockDeath2")
		TROO I 8
		TROO J 8 A_Scream
		TROO K 6
		TROO L 6 A_NoBlocking
		TROO M -1
		Stop
	
	XDeath:
	    TNT1 A 0 A_Jump(72, "AltGib", "AltGib2", "AltGib3", "AltGib4", "AltGib5")
		TROO N 5
		TROO O 5 A_XScream
		TROO P 5
		TROO Q 5 A_NoBlocking
		TROO RST 5
		TROO U -1
		Stop
	
	//Mirrored gib frames
	AltGib:
	    TRGR N 5
		TRGR O 5 A_XScream
		TRGR P 5
		TRGR Q 5 A_NoBlocking
		TRGR RST 5
		TRGR U -1
		Stop
		
	AltGib2:
	    IGIB A 5
		IGIB B 5 A_XScream
		IGIB C 5
		IGIB D 5 A_NoBlocking
		IGIB EF 5
		IGIB G -1
		Stop
		
	AltGib3:
	    IGI2 A 5
		IGI2 B 5 A_XScream
		IGI2 C 5
		IGI2 D 5 A_NoBlocking
		IGI2 EF 5
		IGI2 G -1
		Stop
		
	AltGib4:
	    IGI3 A 5
		IGI3 B 5 A_XScream
		IGI3 C 5 
		IGI3 D 5 A_NoBlocking
		IGI3 E -1
		Stop
	
	// Mirror of 4
	AltGib5:
	    IGI4 A 5
		IGI4 B 5 A_XScream
		IGI4 C 5 
		IGI4 D 5 A_NoBlocking
		IGI4 E -1
		Stop

	//Imp Alt death 1
	AltDeath:
    TROO V 8
    TROO W 8 A_Scream
    TROO X 5
    TROO Y 5 A_NoBlocking
    TROO Z -1
    Stop
	
	//Imp Alt death 2
	AltDeath2:
    TRO2 A 6
    TRO2 B 6 A_Scream
    TRO2 CD 5
    TRO2 E 5 A_NoBlocking
    TRO2 F -1
    Stop
	
	//Imp Alt death 3
	AltDeath3:
    TRO2 G 6
    TRO2 H 6 A_Scream
    TRO2 IJ 6
    TRO2 K 5 A_NoBlocking
	TRO2 L 10
    TRO2 M -1
    Stop
	
	//Mirror of AltDeath2
	AltDeath4:
    TRO3 G 6
    TRO3 H 6 A_Scream
    TRO3 IJK 5
    TRO3 L 5 A_NoBlocking
    TRO3 M -1
    Stop
	
	NoHead1:
		TROH A 5
		TROH B 5 A_Scream
		TROH C 5 A_NoBlocking
		TROH D 5
		TROH E -1
		Stop
		
	NoHead2:
		TROH F 5
		TROH G 5 A_Scream
		TROH H 5 A_NoBlocking
		TROH I 5
		TROH J -1
		Stop
		
	AltDeath5:
		TRO3 N 6
		TRO3 O 6 A_Scream
		TRO3 P 5 A_NoBlocking
		TRO3 Q 5
		TRO3 R 5
		TRO3 S -1
		Stop
		
	//Reverse Death
	AltDeath6:
	IPDI A 8
    IPDI B 8 A_Scream
    IPDI C 6
    IPDI D 6 A_Fall
    IPDI E -1
    Stop
		
	//Knockback death
	KnockDeath1:
    TRO1 A 2 A_FaceTarget
	TNT1 A 0 A_Recoil(9)
	TNT1 A 0 ThrustThingZ(0,15,0,1)
    TRO1 B 4 A_ScreamAndUnblock
    TRO1 C 4
    TRO1 DEFGHIJ 4
	TRO1 K -1
    Stop 
	
	//Knockback death
	KnockDeath2:
    KBIS A 2 A_FaceTarget
	TNT1 A 0 A_Recoil(9)
	TNT1 A 0 ThrustThingZ(0,15,0,1)
    KBIS B 4 A_ScreamAndUnblock
    KBIS C 4 
    KBIS DEFGHIJ 4
	KBIS K -1
    Stop
	
	Slump1:
    TROD A 5
    TROD B 5 A_Scream
    TROD C 5
    TROD D 5 A_NoBlocking
    TROD EFG 5
	TROD H -1
    Stop
	
	Slump2:
    TRD2 A 5
    TRD2 B 5 A_Scream
    TRD2 C 5
    TRD2 D 5 A_NoBlocking
    TRD2 EFG 5
	TRD2 H -1
    Stop
	
	Smashed1:
		TRO5 A 5
		TRO5 B 5 A_XScream
		TRO5 C 5 A_NoBlocking
		TRO5 D 5
		TRO5 E -1
		Stop
		
	Smashed2:
		TRO6 A 5
		TRO6 B 5 A_XScream
		TRO6 C 5 A_NoBlocking
		TRO6 D 5
		TRO6 E -1
		Stop
		
	}
}