Raw model (for completeness)
{
"meta": {
"id": "06cbaf2c-3e3d-479c-825f-70168543ec80",
"sha1": "e0f7d7f2410ca3782779bf48fcc7be8b96d60c09",
"sha256": "1503534cf492598a473fd0f19e9f18b5db462d72dbd2a6932613dd305ee6bd6b",
"filenames": [
"brutalv20b-m-v1.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2016-01-20 20:13:15",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2016-01-20 20:13:15",
"file": {
"type": "PK3",
"size": 182724,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/e0f7d7f2410ca3782779bf48fcc7be8b96d60c09/e0f7d7f2410ca3782779bf48fcc7be8b96d60c09.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 47,
"maps": 0,
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}
},
"text_files": [
{
"source": "pk3",
"name": "M_ARCHVILE.txt",
"contents": "//===========================================================================\n//\n// Arch Vile\n//\n//===========================================================================\n\nACTOR TehArchvile: Archvile Replaces Archvile\n{\n\tGame Doom\n\tSpawnID 111\n\tRadius 20\n\tHeight 56\n damagefactor \"Crush\", 10.0\n\tMass 500\n\tSpeed 15\n\tHealth 750\n\tPainChance 10\n\tPainChance \"Kick\", 90\n\tdamagefactor \"Avoid\", 0.0\n\tdamagefactor \"GibRemoving\", 0.0\n\tDamageFactor \"CauseObjectsToSplash\", 0.0\n\tBloodType \"Brutal_Blood\", \"BloodSPlatterReplacer\", \"SawBlood\"\n\tMonster\n\tMaxTargetRange 896\n\t+QUICKTORETALIATE\n\t+FLOORCLIP\n\t+NOTARGET\n DamageType Rape\n\tDropItem \"Berserker\" 5\n\tSeeSound \"vile/sight\"\n\tPainSound \"vile/pain\"\n\tDeathSound \"vile/death\"\n\tActiveSound \"vile/active\"\n\tMeleeSound \"vile/stop\"\n\tdamagefactor \"TeleportRemover\", 0.0\n\tObituary \"%o was exploded by an Arch-Vile.\"\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n\t{\n\tReplaceVanilla:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaArchvile\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tStop\n Spawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_ExecuteAlways(177, 0, 0, 0, 0)//Check if you are playing on an Wolfenstein level\n\t\tTNT1 A 0 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\n\tSpawn2:\n\t\tDIAB B 9 A_Look\n\t\tLoop\n\tSee:\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tDIAB AABBCCDDCCBB 2 A_VileChase\n\t\tLoop\n\tMissile:\n\t\tDIAB E 0 BRIGHT A_VileStart\n\t\tDIAB E 10 A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n\t\tDIAB E 7 A_VileTarget\n\n\t\tDIAB E 1 A_VileTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB E 3 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 BRIGHT A_FaceTarget\n\n\t\tDIAB F 3 BRIGHT A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB E 3 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 BRIGHT A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB E 3 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 BRIGHT A_FaceTarget\n\t\tDIAB E 1 A_VileTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB E 3 A_FaceTarget\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, 35, random (0, 40), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 85, -35, random (0, 40), 2, random (0, 160))\n DIAB F 3 BRIGHT A_FaceTarget\n\n\t\tDIAB JKLMN 3 BRIGHT A_FaceTarget\n\t\tDIAB O 3 BRIGHT A_VileAttack\n\t\tDIAB P 3 BRIGHT\n\t\tGoto See\n\n\tHeal:\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"PentagramSpawner\")\n\t\tDIBR X 10 BRIGHT\n\t\tGoto See\n\tPain:\n\t\tDIAB Q 5\n\t\tDIAB Q 5 A_Pain\n\t\tGoto See\n\n\tPain.Kick:\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil(8)\n\t\tDIAB Q 10 A_Pain\n\t\tDIAB Q 10\n\t\tGoto See\n\n\tDeath:\n\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tDIAB RSTUVWX 5 A_SpawnItem (\"MuchBlood\", 40)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tDIAB X -1\n\t\tStop\n\n\tDeath.Shotgun:\n\tDeath.Cutless:\n\tDeath.Cut:\n\tDeath.Saw:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfCloser(400, \"BrutalDeath\")\n\tTNT1 A 0\n\tGoto Death\n\n\tBrutalDeath:\n\tDeath.Desintegrate:\n\tTNT1 A 0\n\tTNT1 A 0 A_Scream\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath2b\", 52, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 52, 0, random (0, 360), 2, random (60, 120))\n\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (60, 120))\n\tXVIL ABCDEFGHIJKLMNOPQ 2 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tXVIL Q -1\n\tStop\n\n\tXDeath:\n\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tVIGI C 4 A_Scream\n\t\tVIGI D 4\n\t\tVIGI E 4 A_NoBlocking\n\t\tVIGI FGHIJ 4\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tVIGI J -1\n\t\tStop\nDeath.SuperPlasma:\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n CARB MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 10 A_CustomMissile (\"SmallSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB M -1\n Stop\n\n\t Death.Fire:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tCARB MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 2 A_CustomMissile (\"FlameTrails\", 15, 0, random (0, 360), 2, random (70, 130))\n CARB MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 10 A_CustomMissile (\"SmallSmoke\", 15, 0, random (0, 360), 2, random (70, 130))\n CARB M -1\n Stop\n\n Death.Fatality:\n\t TNT1 A 0 A_Pain\n\t TNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto BrutalDeath\n\t TNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"ArchvileFatality\", 1)\n Stop\n\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS2 A 5\n CRS2 A -1\n Stop\n\n Pain.KillMe:\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"ArchVile\")\n Stop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenArchvile\")\n\tStop\n\t}\n}\n\nACTOR ArchvileFire2 Replaces ArchvileFire\n{\n\tGame Doom\n Scale 1.0\n\t+NOBLOCKMAP +NOGRAVITY\n\tRenderStyle Add\n\tAlpha 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CustomMissile(\"RealFlameTrailsSmall\",random(4,10),random(-10,10),random(0,360),2,random(70,110))\n\t\tTNT1 A 2 bright A_StartFire\n\t\tTNT1 A 0 A_CustomMissile(\"RealFlameTrailsSmall\",random(4,10),random(-10,10),random(0,360),2,random(70,110))\n\t\tTNT1 B 2 bright A_Fire\n\t\tTNT1 A 0 A_CustomMissile(\"RealFlameTrailsSmall\",random(4,10),random(-10,10),random(0,360),2,random(70,110))\n\t\tTNT1 A 2 bright A_Fire\n\t\tTNT1 A 0 A_CustomMissile(\"RealFlameTrailsSmall\",random(4,10),random(-10,10),random(0,360),2,random(70,110))\n\t\tTNT1 B 2 bright A_Fire\n\t\tTNT1 A 0 A_CustomMissile(\"RealFlameTrailsSmall\",random(4,10),random(-10,10),random(0,360),2,random(70,110))\n\t\tTNT1 C 2 bright A_FireCrackle\n\n\t\tTNT1 B 2 bright A_Fire\n\n\t\tTNT1 C 2 bright A_Fire\n\n\t\tTNT1 B 2 bright A_Fire\n\n\t\tTNT1 C 2 bright A_Fire\n\n\t\tTNT1 D 2 bright A_Fire\n\n\t\tTNT1 C 2 bright A_Fire\n\n\t\tTNT1 D 2 bright A_Fire\n\n\t\tTNT1 C 2 bright A_Fire\n\n\t\tTNT1 D 2 bright A_Fire\n\n\t\tTNT1 E 2 bright A_Fire\n\n\t\tTNT1 D 2 bright A_Fire\n\n\t\tTNT1 E 2 bright A_Fire\n\n\t\tTNT1 D 2 bright A_Fire\n\n\t\tTNT1 E 2 bright A_FireCrackle\n\n\t\tTNT1 F 2 bright A_Fire\n\n\t\tTNT1 E 2 bright A_Fire\n\n\t\tTNT1 F 2 bright A_Fire\n\n\t\tTNT1 E 2 bright A_Fire\n\n\t\tTNT1 F 2 bright A_Fire\n\n\t\tTNT1 G 2 bright A_Fire\n\n\t\tTNT1 H 2 bright A_Fire\n\n\t\tTNT1 G 2 bright A_Fire\n\n\t\tTNT1 H 2 bright A_Fire\n\n\t\tTNT1 G 2 bright A_Fire\n\t\tTNT1 A 0\n\t\tTNT1 H 2 bright A_Fire\n\n\t\tStop\n\n\t}\n}\n\nACTOR HalfArchVile1\n{\n Radius 1\n Height 8\n Speed 8\n Scale 1.5\n\tMass 1\n\tBounceFactor 0.3\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n\tDecal BloodSuper\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n VIGP A 4 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n Loop\n Death:\n TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n VIGP B 1\n VIGP B -1\n Splash:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR HalfArchVile2\n{\n Radius 1\n Height 8\n Speed 8\n Scale 1.5\n\tMass 1\n\tBounceFactor 0.3\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n\tDecal BloodSuper\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n VIGP C 4 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n Loop\n Death:\n TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n VIGP D 1\n VIGP D -1\n Splash:\n TNT1 A 1\n Stop\n }\n}\n\nactor FatalizedArchVile1: CurbstompedMarine\n{\n States\n {\n Spawn:\nAVF1 Z 1 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\nAVF1 Z -1\n Stop }}"
},
{
"source": "pk3",
"name": "M_BARON.txt",
"contents": "ACTOR BaronofHell2 : BaronofHell Replaces BaronofHell\n{\n Scale 1.1\n\tdamagefactor \"Crush\", 10.0\n\tdamagefactor \"GibRemoving\", 0.0\n\tGame Doom\n GibHealth 25\n\tHealth 1000\n\tPainChance \"Saw\", 100\n\tPainChance \"Cut\", 100\n\tPainChance \"Kick\", 255\n\tPainChance \"LowKick\", 200\n\tdamagefactor \"TeleportRemover\", 0.0\n\tPainChance \"CallingTheBaronAFaggot\", 255\n\tdamagefactor \"Avoid\", 0.0\n\tdamagefactor \"SSG\", 0.2\n\t+QUICKTORETALIATE\n\tPainChance \"Explosive\", 255\n\tdamagefactor \"DontCallTheBaron\", 0.0\n\tDamageFactor \"CauseObjectsToSplash\", 0.0\n\tPainSound \"PSXDPN\"\n\tdamagefactor \"Fatality\", 3.0\n Health 1000\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n BloodType \"Brutal_Blood\", \"BloodSPlatterReplacer\", \"SawBlood\"\n damagefactor \"Shrapnel\", 0.4\n\tObituary \"%o was brutalized by a Baron of Hell.\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n+DONTHURTSPECIES\n Speed 6\n PainChance \"Head\", 120\n\tPainChance 25\n\tStates\n\t{\n\nReplaceVanilla:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaBaronOfHell\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tStop\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\nTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\nTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\nTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\nTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\nTNT1 A 0 A_GiveInventory(\"TargetIsABaronOfHell\")\n\t\tGoto Stand\n\n\tStand:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"Stand2\")\n\t\tBTS3 A 0 A_SpawnItem(\"HeadshotTarget100\", 0, 63,0)\n\t\tBOSS BBBBBBBBBB 10 A_Look\n\t\tLoop\n\n\tStand2:\n\t\tBOSS B 11 A_Look\n\t\tGoto Stand\n\tSee:\n\tTNT1 A 0\n\t//TNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n BTS3 ABC 1 A_SpawnItem(\"HeadshotTarget4b\", 0, 63,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tBTS3 D 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 63,0)\n\t\tBTS3 CBA 1 A_SpawnItem(\"HeadshotTarget4b\", 0, 63,0)\n\t\tTNT1 A 0 HealThing(200)\n\t\tGoto See2\n\n\tSee2:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\tTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\n\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n\n\tSee4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 20, \"ForgetTarget\")\n\t\tBOSS A 0 A_CheckSight(\"SEE3\")\n\t\tBOSS AA 2 A_Chase\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS AA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS B 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tBOSS CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS DD 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tBOSS DD 2 A_Chase\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tLoop\n\n\tSeeNeverSeen:\n\t\tTNT1 A 0\n\t\tBOSS A 0 A_CheckSight(\"SEE3\")\n\t\tBOSS AA 2 A_Chase\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS AA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS B 4 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tBOSS CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS DD 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tBOSS DD 2 A_Chase\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tLoop\n\tSee3:\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tBOSS AABBCCDD 3 A_Chase\n\t\tGoto See4\n\n\tIdle:\n\tLookingForPlayer:\n\t TNT1 A 0 A_GiveInventory(\"SKImp\", 1)\n\t TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 63,0)\n\t\tBOSS B 10 A_Look\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 63,0)\n\t\tBOSS B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 63,0)\n\t\tBOSS B 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle - 40)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 63,0)\n\t\tBOSS B 10 A_Look\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 63,0)\n\t\tBOSS B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 63,0)\n\t\tBOSS B 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle + 40)\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 63,0)\n\t\tBOSS B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 63,0)\n\t\tBOSS B 10 A_Look\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 63,0)\n\t\tBOSS B 10 A_Look\n\n\t\tBOSS A 0 A_Wander\n\t\tBOSS AA 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 63,0)\n\n\t\tBOSS B 0 A_Wander\n\t\tBOSS BB 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 63,0)\n\n\t\tBOSS C 0 A_Wander\n\t\tBOSS CC 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 63,0)\n\n\t\tBOSS D 0 A_Wander\n\t\tBOSS DD 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 63,0)\n\n\t\tTNT1 A 0 A_jump(128, \"LookingForPlayer\")\n\n\t\tBOSS A 0 A_Wander\n\t\tBOSS AA 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 63,0)\n\n\t\tBOSS B 0 A_Wander\n\t\tBOSS BB 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 63,0)\n\n\t\tBOSS C 0 A_Wander\n\t\tBOSS CC 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 63,0)\n\n\t\tBOSS D 0 A_Wander\n\t\tBOSS DD 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6\", 0, 63,0)\n\n\t\tGoto LookingForPlayer\n\n\tForgetTarget:\n\tTNT1 A 0 A_ClearTarget\n\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 25)\n\tTNT1 A 0 A_GiveInventory(\"LookingForPlayer\", 1)\n\tGoto LookingForPlayer\n\n\tRAGE:\n TNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n BTS3 ABC 2 A_SpawnItem(\"HeadshotTarget4b\", 0, 63,0)\n\t\tBTS3 DEDF 3 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tBTS3 DEDF 3 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tBTS3 CBA 2 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tTNT1 A 0 HealThing(200)\n\t\tTNT1 A 0 A_Jump(96, \"SpecialAttack\")\n\t\tGoto See2\n\n\tMelee:\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"BaronAttackOnBarrel\",10,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tBOSS E 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasExplosiveBarrel\", 1, \"MissileBarrel\")\n BOSS E 6\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tBOSS F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tBOSS G 6 A_CustomMissile(\"BaronAttack\",10,0,0,0)\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\nTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\n\t\tGoto See2\n\n\tMelee2:\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tBOSS E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tBOSS F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tBOSS G 6 A_CustomMissile(\"BaronAttack\",10,0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\nTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\nTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\nTNT1 A 0 A_JumpIfInventory(\"DemonFatality\", 1, \"FatalityDemon\")\nTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tGoto See2\n\n Missile:\n\tBOSS A 1\n\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 30)\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAnExplosiveBarrel\", 1, \"See2\")\n\tTNT1 A 0 A_TakeInventory(\"StopKickingMyBallsMotherFucker\", 1)\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\nTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality\", 1, \"FatalityZombieman\")\nTNT1 A 0 A_JumpIfInTargetInventory (\"TypeZombieman\", 1, \"See2\")\nTNT1 A 0 A_JumpIfInTargetInventory (\"TypeSergeant\", 1, \"See2\")\n\n\t\t//TNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 0, 5)\n\t\t//TNT1 A 0 A_TakeInventory(\"CantFire\", 1)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheck\", 34, 0, 0, 0)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheckFaster\", 34, 0, 0, 0)\n\t\tBOSS e 3 A_FaceTarget\n\t\t//TNT1 A 0 A_JumpIfInventory(\"CantFire\",1, \"See4\")\n\n\t\tTNT1 A 0 A_Jump (64, \"SpecialAttack\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS E 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBOSS E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBOSS E 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBOSS E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tBOSS E 2 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS F 3 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS G 8 A_CustomMissile(\"BaronBall\", 36, 0, 0, 1)\n\t\t//BOSS G 8 A_CustomMissile(\"ThrowedZombieMan2\", 36, 0, 0, 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tGoto See2\n\n SpecialAttack:\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS R 3 A_FaceTarget\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS Q 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\n\t\tBOSS P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tBOSS P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tBOSS P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\n\t\tBOSS P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tBOSS P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tBOSS P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS P 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, 40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, 40, random (0, 140), 2, random (0, 160))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 78, -40, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 79, -40, random (0, 140), 2, random (0, 160))\n\t\tBOSS P 2 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS Q 4 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 58, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 58, -30, random (0, 360), 2, random (70, 110))\n\t\tBOSS Q 4 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 48, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 48, -30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tTNT1 A 0 A_CustomMissile(\"BaronBall\", 36, 15, 9, 11)\n\t\tTNT1 A 0 A_CustomMissile(\"BaronBall\", 36, 15, -9, 11)\n\t\tBOSS R 8 A_CustomMissile(\"BaronBall\", 36, 15, 0, 11)\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n Goto See2\n\n\tCheckRetreat:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfCloser(600, \"Retreat\")\n\tGoto Missile+5\n\n\tRetreat:\n\tTNT1 A 0\n //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS DD 2 A_Recoil(2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS DD 2 A_Recoil(2)\n\t\tTNT1 A 0 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS CC 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS CC 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS BB 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS BB 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS AA 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS AA 2 A_Recoil(1)\n\t\tGoto Missile+5\n\n\tPain.CallingTheBaronAFaggot:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"ComingToGetTheBarrel\", 1)\n\tTNT1 A 0\n\tGoto See2\n\n\tMissileBarrel:\n\tBOBA A 0\n\tBOBA A 1 A_Chase(\"\",\"\")\n\tBOBA A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\tBOBA ABC 4\n\tBOBA D 1\n\tTNT1 A 0 A_PlaySound(\"baron/sight\")\n\tTNT1 A 0 A_SpawnItem(\"BaronHoldingBarrel\", 0, 76,0)\n\tWaitingToThrow:\n\tBOBA D 8\n\tTNT1 A 0 A_CheckSight(\"WaitingToThrow\")\n\tBOBA E 16\n\tBOBA D 8\n\n\t ThrowBarrel:\n\t TNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 66,0)\n\t BOSS P 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"ThrowedBarrel\", 46, 15, 0, 11)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 66,0)\n\t\tBOSS Q 4 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS R 8\n\t\tTNT1 A 0 A_TakeInventory(\"ComingToGetTheBarrel\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasExplosiveBarrel\", 1)\n\t\tBOBA A 0 A_ChangeFlag(\"NOPAIN\", 0)\n Goto See2\n\n\tWithBarrelLookFOrTheplayer:\n\tTNT1 A 0\n\tTNT1 A 0 A_ClearTarget\n\tBOSS P 2 A_Chase\n\tGoto See2\n\n\tPain:\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 66,0)\n\t\tBOSS H 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 66,0)\n\t\tBOSS H 3 A_Pain\n\t\tGoto See2\n\n\tPain.Explosive:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,40,0,1)\n\tGoto Pain\n\n\tXDeath:\n\t TNT1 A 0 A_CustomMissile (\"BaronXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n \t TNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tBXDE A 0\n\t\tBXDE B 0 A_Scream\n\t\tBXDE C 0 A_BossDeath\n\t\tBXDE D 0 A_NoBlocking\n\t\tBXDE EFGH 0\n TNT1 A 0\n\t Stop\n\n\t\tDeath.Blast:\n\tDeath.SSG:\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2b\", 45, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 45, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeathBrain1\", 60, 0, random (0, 360), 2, random (0, 160))\n BDSS PQRSTU 6\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tBDSS VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tBDSS V -1\n //TNT1 A 0 A_SpawnItem (\"DeadKnightHalfDown\", 1)\n\t\tStop\n\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tBOSS H 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 66,0)\n\t\tBOSS H 3 A_Pain\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tGoto See2\n\n\tPain.LowKick:\n\tPain.Kick:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n TNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopKickingMyBallsMotherFucker\", 1, \"Missile\")\n\t\tTNT1 A 0 A_GiveInventory(\"StopKickingMyBallsMotherFucker\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,15,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tBNRJ ABCD 5\n\t\tTNT1 A 0 A_Pain\n\t\tBNRJ ABCD 5\n\t\tTNT1 A 0 A_Pain\n\t\tBNRJ ABCD 5\n\t\tGoto Missile\n\n Death.ExplosiveImpact:\n TNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,35,0,1)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHellKnightLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"MuchBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(255, \"Death.ExplosiveImpact1\", \"Death.ExplosiveImpact2\")\n\n\tDeath.ExplosiveImpact1:\n\t\tBOH3 A 8 A_Scream\n\t\tBOH3 B 8 A_NoBlocking\n\t\tBOH3 CCCCCC 8 A_CheckFloor(\"Land1\")\n\t\tGoto Land1\n\n\tLand1:\n\t\tBOH3 D 1\n\t\tBOH3 D -1\n\t Stop\n\n\tDeath.ExplosiveImpact2:\n\t\tBOH3 E 8 A_Scream\n\t\tBOH3 F 8 A_NoBlocking\n\t\tBOH3 GGGGGG 8 A_CheckFloor(\"Land2\")\n\t\tGoto Land2\n\n\tLand2:\n\t\tBOH3 H 1\n\t\tBOH3 H -1\n\t Stop\n\n\tDeath.Cut:\n\tDeath.Saw:\n\tDeath.Crush:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathHalfBOH\", 24, 0, random (0, 360), 2, random (0, 160))\n BBO2 AABCD 10\n TNT1 A 0 A_SpawnItem (\"DeadBaronHalfDown\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tStop\n\n\tDeath.CutLess:\n TNT1 A 0\n\t TNT1 A 0 A_Jump(128, \"Death.Blast\")\n TNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t KSA8 A 8\n\t\tTNT1 A 0 A_SpawnItem(\"DyingBaron1\")\n\t\tStop\n\nDeath.Shotgun:\nDeath.SSG:\nTNT1 A 0\nTNT1 A 0 A_JumpIfCloser(300, \"Death.Cutless\")\nGoto Death\n\n\tDeath.head:\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 A 0 A_SpawnItem(\"BaronOfHellHeadExplode\", 0, 62)\n BADH A 9\n BADH B 9\n BADH C 9 A_BossDeath\n\t\tBADH D 9 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t Stop\n\n\tDeath.decaptate:\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Xdeath1\", 62, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (50, 130))\n BADH A 9\n BADH B 9\n BADH C 9 A_BossDeath\n\t\tBADH D 9 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t Stop\n\n Death.Fatality:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto XDeath\n\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_GiveToTarget(\"BaronFatality\", 1)\n TNT1 A 1 A_NoBlocking\n TNT1 A 0 A_BossDeath\n\t\tStop\nDeath.SuperPlasma:\n Death.Plasma: Death.Plasma2:\n\t TNT1 A 0\n TNT1 A 0 A_BossDeath\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n BOSC ABC 7 A_CustomMissile (\"PlasmaSmoke\", 28, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n\t\tBOSC DEF 7 A_CustomMissile (\"PlasmaSmoke\", 14, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 8 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))\n BOSB E -1\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n\t\t\tDeath.Fire:\n TNT1 A 0\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tBOSB AAAA 2 A_CustomMissile (\"FlameTrails\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB BBBB 2 A_CustomMissile (\"FlameTrails\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB CCCC 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB DDDD 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tBOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 10 A_CustomMissile (\"SmallSmoke\", 25, 0, random (0, 360), 2, random (70, 110))\n BOSB E -1\n Stop\n\tRaise:\n\t\tTNT1 A 2 A_CustomMissile (\"RealFlameTrailsSmall\", 6, 0, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"PentagramSpawner\", 0, 60)\n\t\tTNT1 A 2 A_CustomMissile (\"RealFlameTrailsSmall\", 6, 0, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"PentagramSpawner\", 0, 60)\n\t\tTNT1 A 0 A_SpawnItem(\"TeleportFog\")\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"BaronOfHell2\")\n\t\tStop\n\n CurbstompMarine:\n TNT1 A 0 A_SetInvulnerable\n KNTF A 15\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 25, 0, random (0, 360), 2, random (0, 160))\n KNTF BCD 8 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\nTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nKNTF DDDDDDDDDDDDDDDDDDD 8 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"RipGuts\", 20, 0, random (0, 360), 2, random (0, 160))\n KNTF EEEFFFGGG 8 A_CustomMissile (\"MuchBlood2\", 38, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"RipGuts\", 20, 0, random (0, 360), 2, random (0, 160))\nKNTF GGGGGGGGGGG 8 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\",1)\n TNT1 A 0 A_UnSetInvulnerable\nTNT1 A 0 A_SpawnItem (\"RappedMarine\", 1)\nGoto See2\n\n FatalityZombieman:\n TNT1 A 0 A_SetInvulnerable\n 3HF1 A 20\n\t TNT1 A 0 A_PlaySound(\"grunt/death\")\n\t 3HF1 BC 5\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t3HF1 BCBC 5 A_CustomMissile (\"XDeath1\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MuchBlood\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\t3HF1 D 10\n\t\t3HF1 E 5\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 65, 0, random (0, 360), 2, random (70, 120))\n\t\t3HF1 F 30\n\t\t3HF1 G 10\n\n TNT1 A 0 A_TakeInventory(\"ZombieManFatality\",1)\n TNT1 A 0 A_UnSetInvulnerable\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\t3HF1 H 8 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS E 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS F 8 A_CustomMissile(\"ThrowedZombieMan2\", 64, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS G 8\n\t\tGoto See2\n\n\tFatalitySergeant:\n TNT1 A 0 A_SetInvulnerable\n 3HF1 I 15\n\t TNT1 A 0 A_PlaySound(\"grunt/death\")\n\t 3HF1 I 5\n\n\t TNT1 AAAA 0 A_CustomMissile (\"Instestin2\", 30, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_SpawnItem(\"SergeantFatalizedByBaron\")\n\n\t 3HF1 J 10\n\n\t 3HF1 KLM 15\n\n TNT1 A 0 A_TakeInventory(\"SergeantFatality\",1)\n TNT1 A 0 A_UnSetInvulnerable\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\t3HF1 M 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS E 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS F 8 A_CustomMissile(\"ThrowedSergeantPiece\", 64, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS G 8\n Goto See2\n\n FatalityDemon:\n TNT1 A 0 A_SetInvulnerable\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n 3HF1 N 20\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathStomach\", 60, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n\n\t 3HF1 OPQQQ 10 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\n TNT1 A 0 A_SpawnItem (\"DeadDemonHalf\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\n TNT1 A 0 A_TakeInventory(\"DemonFatality\",1)\n TNT1 A 0 A_UnSetInvulnerable\n Goto See2\n\n\tFatalityImp:\n TNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n 3HF2 ABABAB 4\n\n\t TNT1 AAAAAA 0 A_SpawnItem(\"MuchBlood\", 40)\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"Instestin2\", 42, 0, random (0, 360), 2, random (0, 160))\n\t 3HF2 CDE 6\n\n\t 3HF2 F 1 A_Chase(\"\",\"\")\n\t 3HF2 FFF 15\n\t 3HF2 GGHHIJ 3\n\t TNT1 A 0 A_SpawnItem(\"DeadImp_BaronFatality\")\n TNT1 A 0 A_TakeInventory(\"ImpFatality3\",1)\n TNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n Goto See2\n\n Pain.KillMe:\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"BaronOfHell\")\n Stop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenBaronOfHell\")\n\tStop\n\n\tDeath.Massacre:\n\tGoto Death\n\n\tCrush:\n\t Death.Stomp:\n\t TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tBOSS JKL 2\n\t TNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\")\n\t\tTNT1 AAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2b\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3b\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n\t}\n}\n\nActor DeadBaron: CurbstompedMarine\n{\n Radius 12\n Height 12\n Scale 1.2\n +SHOOTABLE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t-SOLID\n\t+THRUACTORS\n\tdamagefactor \"Crusher\", 50.0\n Mass 1000\n Health 200\n damagefactor \"Blood\", 0.0\n damagefactor \"Trample\", 0.0\nStates\n {\n Spawn:\n\t\tBADD F -1\n Stop\n\tRaise:\n\t\tTNT1 A 2 A_CustomMissile (\"RealFlameTrailsSmall\", 6, 0, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"PentagramSpawner\", 0, 60)\n\t\tTNT1 A 2 A_CustomMissile (\"RealFlameTrailsSmall\", 6, 0, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"PentagramSpawner\", 0, 60)\n\t\tTNT1 A 0 A_SpawnItem(\"TeleportFog\")\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"BaronOfHell2\")\n\t\tStop\n\n Death:\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n Stop\n Death.Plasma: Death.Plasma2:\n Death.Flames:\n Death.Burn:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tEXPL AAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n BOSB ABCDE 9 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))\n BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 8 A_CustomMissile (\"PlasmaSmoke\", 16, 0, random (0, 180), 2, random (0, 180))\n BOSB E -1\n Stop}}\n\nActor DeadBaronHalfDown: DeadBaron\n{States{Spawn: BBO2 D -1\nStop}}\n\nActor DeadBaronHalfUp: DeadBaron\n{States{Spawn: BTO2 D -1\nStop}}\n\nActor DeadBaronNoHead: DeadBaron\n{States{Spawn: BADH D -1\nStop}}\n\nActor DeadBaronClassic: DeadBaron\n{States{Spawn: KSA8 G -1\nStop}}\n\nACTOR XDeathHalfBOH\n{\n Radius 1\n Height 8\n Speed 10\n\tMass 8\n\tBounceFactor 0.3\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\n DeathSound \"misc/xdeath1\"\n States\n {\n Spawn:\n Goto Death\n Death:\n BTO2 AABBCC 4 A_CustomMissile(\"Blood\",0,0,180,2)\n HPLA A 0 A_SpawnItem(\"DeadBaronHalfUp\",0,0,0,1)\n Stop\n }\n}\n\nACTOR BaronAttack: BaronBall\n{\n\tRadius 24\n\tHeight 16\n\tDamageType BHFT\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n +THRUGHOST\n\tRenderStyle Add\n\tAlpha 0.6\n Damage 16\n Speed 28\n\t//HitObituary \"$OB_IMPHIT\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 BRIGHT\n TNT1 A 2 //A_PlaySound(\"weapons/gswing\")\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR BaronAttackOnbarrel: BaronAttack\n{\n\tDamageType BHFTOnBarrel\n Damage 1\n}\n\nACTOR CallingTheBaronAFaggot: BaronBall\n{\n\tRadius 4\n\tHeight 4\n\tDamageType CallingTheBaronAFaggot\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n +THRUGHOST\n\tRenderStyle Add\n\tAlpha 0.6\n Damage (random (2, 3))\n Speed 32\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 6\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "M_BELPHEGOR.txt",
"contents": "ACTOR Belphegor : BaronofHell //Replaces Belphegor\n{\n Scale 1.5\n\tGame Doom\n GibHealth 25\n\t+NOICEDEATH\n\tPainChance \"Kick\", 255\n\tdamagefactor \"Avoid\", 0.0\n\tdamagefactor \"Head\", 2.0\n\tdamagefactor \"GibRemoving\", 0.0\n\tdamagefactor \"MINORHead\", 1.0\n\tDamageFactor \"CauseObjectsToSplash\", 0.0\n\tdamagefactor \"TeleportRemover\", 0.0\n Health 2000\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n BloodType \"Brutal_Blood\"\n damagefactor \"Shrapnel\", 0.4\n\tdamagefactor \"Explosive\", 1.7\n\tObituary \"%o was no match for the great Belphegor.\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n+DONTHURTSPECIES\n+MISSILEMORE\n Speed 14\n\n\tHeight 88\n\tRadius 32\n\tStates\n\t{\n\tSpawn:\n\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tBOS3 BD 10 A_Look\n\t\tLoop\n\tSee:\n\n\t\tBOS3 AAAA 2 A_Chase\n\t\tBOS3 A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tBOS3 BBBB 2 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tBOS3 CCCC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tBOS3 BBBB 2 A_Chase\n\t\tLoop\n\tSee2:\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0)\n\t\tBOS3 AABBCCBB 1 A_Chase\n\t\tGoto See\n\tMelee:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n BOS3 F 8\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tBOS3 G 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tTNT1 AAAA 0 A_CustomMissile(\"KnightAttack\",10,0,0,0)\n\t\tBOS3 H 8 A_FaceTarget\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tGoto See\n\n Missile:\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tBOS3 F 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tBOS3 G 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 88,0)\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"Melee2\")\n\t\tBOS3 H 8 A_CustomMissile(\"BelphegorGreenPlasmaBall\", 50, 0, 0, 1)\n\t\tGoto See\n\n\tMelee2:\n\t\tTNT1 AAAA 0 A_CustomMissile(\"KnightAttack\",10,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tBOS3 H 8 A_FaceTarget\n TNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tGoto See\n\n\tPain:\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 88,0)\n\t\tBOS3 E 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 0, 88,0)\n\t\tBOS3 E 3 A_Pain\n\t\tGoto See\n Death.SSG:\n\tXDeath:\n\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAAAAAAAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t TNT1 AA 0 A_CustomMissile (\"MuchMeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n \t BXDE A 0\n\t\tBXDE B 0 A_Scream\n\t\tBXDE C 0 A_bossdeath\n\t\tBXDE D 0 A_NoBlocking\n\t\tBXDE EFGH 0\n TNT1 A 0\n\t Stop\n\n\tDeath:\n\t BOS3 I 8 A_Scream\n\t\tBOS3 J 8 A_bossdeath\n\t\tBOS3 K 8 A_NoBlocking\n\t\tBOS3 L 8\n\n\t\tBOS3 L -1\n\t Stop\n\n\tDeath.head:\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brains2\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains3\", 82, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains6\", 82, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_bossdeath\n\t\tTNT1 A 0 A_NoBlocking\n\t\tBOS3 MNOPQR 8\n\n\t\tBOS3 R -1\n\t Stop\n\n\tRaise:\n\t\tBOS3 O 8\n\t\tBOS3 NMLKJI 8\n\t\tGoto See\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS2 C 5\n CRS2 C -1\n Stop\n\n CurbstompMarine:\n TNT1 A 0 A_SetInvulnerable\n BS3F AB 10\n\t BS3F CDEF 2\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\tBS3F GF 4\n\tBS3F HHIII 2\n\tBS3F J 15\n\tBS3F K 6\n\t\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\t TNT1 AAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n BS3F L 15\n\n \tBS3F NM 4\n\tBS3F N 1\n\t TNT1 AAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\t TNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (30, 90))\n BS3F NOPPP 3\n\n BS3F NM 4\n\tBS3F N 1\n\t TNT1 AAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\t TNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (30, 90))\n BS3F NOPPP 3\n\n BS3F NM 4\n\tBS3F N 1\n\t TNT1 AAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\t TNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (30, 90))\n BS3F NOPPP 3\n\n BS3F NM 4\n\tBS3F N 1\n\t TNT1 AAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\t TNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (30, 90))\n BS3F NOPPP 3\n\n BS3F NM 4\n\tBS3F N 1\n\t TNT1 AAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\t TNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (30, 90))\n BS3F NOPPP 3\n\nTNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\")\n TNT1 A 0 A_UnSetInvulnerable\nGoto See\n\n Pain.KillMe:\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"Belphegor\")\n Stop\n Death.Eat:\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n Stop\n\t}\n}\n\nActor DeadBelphegor\n{\n Radius 12\n Height 18\n Scale 1.2\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n Mass 1000\n Health 200\n damagefactor \"Blood\", 0.0\n damagefactor \"Trample\", 0.0\nStates\n {\n Spawn:\n\t\tBADD D -1\n Stop\n\tRaise:\n\t\tBOS3 O 8\n\t\tBOS3 NMLKJI 8\n TNT1 A 0 A_SpawnItem (\"HellKnight2\", 3)\n\t\tStop\n Death:\n\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n Stop\n Death.Plasma: Death.Plasma2:\n Death.Flames:\n Death.Burn:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tEXPL AAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n BOSB ABCDE 9 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))\n BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 8 A_CustomMissile (\"PlasmaSmoke\", 16, 0, random (0, 180), 2, random (0, 180))\n BOSB E -1\n Stop}}\n\nACTOR BelphegorGreenPlasmaBall: BaronBall\n{\n\tRadius 10\n\tHeight 16\n\tSpeed 30\n\tFastSpeed 30\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n +THRUGHOST\n Damage 7\n\tRenderStyle Add\n\tAlpha 0.9\n\tScale 1.6\n\tSeeSound \"baron/attack\"\n\tDeathSound \"FAREXPL\"\n\tDecal \"Scorch\"\n\tDamageType \"ExplosiveImpact\"\n\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_SpawnItem(\"GreenFlare22\",0,0)\n\t\tFRPG K 1 BRIGHT A_SpawnItemEx(\"GreenExplosionFlameTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\n\tDeath:\n BFE1 A 0 Bright\n\tEXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n BFE1 A 0 Bright A_Explode(30, 170, 1)\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"GreenExplosionFire\", 2, 0, random (0, 360), 2, random (0, 360))\n EXPL AA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 BCDEF 2 Bright\n\tTNT1 AAAAAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "M_BFGMarine.txt",
"contents": "ACTOR PrePlacedMarineBFG Replaces MarineBFG\n{\n States\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx (\"Marine_BFGSpawn\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tStop\n }\n}\n\nActor NumberOfAlliesBFG : Inventory\n{\ninventory.maxamount 5\n}\n\nActor MarinesBFGDispenser : Inventory\n{\ninventory.maxamount 5\n}\n\nACTOR Marine_BFG1PathfinderNew: Marine1Pathfinder\n{\n-FRIENDLY\n\tSpeed 4\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\tGoto See\n\tPain:\n See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0,98)\n\t\tTNT1 AAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t//TNT1 A 0 Thing_Hate(98, 264, 0)\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 0 A_SpawnItem(\"MarineSpawnChecker\")\n\t\tTNT1 A 1 A_FaceTarget\n\t\tLoop\n\tDeath:\n\tMissile:\n\t\tTNT1 A 0\n\t TNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"Marine_BFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"MarineAdd\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"TeleportFog\")\n\t\tStop\n\t}\n}\n\nACTOR Marine_BFGSpawn: RedTorch\n{\n Radius 10\n Height 48\n\tMONSTER\n\t-SHOOTABLE\n\t-COUNTKILL\n\t-FRIENDLY\n\tStates\n {\n Spawn:\n\t PLA7 A 10\n\t\tPLA7 A 1 A_CheckSight(\"DontSpawn\")\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_Look\n\tSee:\n\t\tTNT1 A 0 A_GiveToTarget(\"NumberOfAlliesBFG\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_BFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n Stop\n\tDontSpawn:\n\t PLA7 A 1\n\t\tGoto Spawn\n }\n}\n\nACTOR Marine_BFG: Marine_Rifle\n{\n\tDropItem \"BFG9000\"\n\t+DONTHURTSPECIES\n\tSpecies \"Marines\"\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\tStates\n\t{\n\tActive:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"MarineGuard\", 2)\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle2\", 50, 0, 0, 2, 90)\n\t\tPLA7 A 30\n\t\tTNT1 A 0 A_ChangeFLag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BFGMarineGuarding\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")\n\t\tPLA7 A 1 A_Look\n\t\tGoto See\n\n\tForgetTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\n\tSee:\n\t\t//TNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality3\", 1, \"FatalityZombieman\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RevenantFatality\", 1, \"FatalityRevenant\")\n\t\t//NULL A 0 A_JumpIfInventory(\"ComandoFatality\", 1, \"FatalityComando\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPLA7 AA 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 0)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPLA7 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPLA7 BB 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPLA7 CC 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPLA7 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPLA7 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPLA7 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_CheckSight(\"ForgetTarget\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tTNT1 A 0 A_CheckSight(\"FollowPLayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\n\t\tPLA7 AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tPLA7 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tPLA7 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tPLA7 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tGoto See\n\tBecomeEnemy23:\n\t\tPLA7 A 1\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tGoto FollowPlayer\n\n\tFollowPlayer:\n\t TNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t TNT1 A 0 A_JumpIfCloser(150, \"Waits\")\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tPLA7 A 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPLA7 AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPLA7 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPLA7 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPLA7 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPLA7 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPLA7 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPLA7 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tPLA7 AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPLA7 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPLA7 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPLA7 CC 1 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPLA7 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPLA7 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPLA7 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"See\")\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tLoop\n\n\tCheckRangeToWait:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"Waits\")\n\t\tGoto FollowPLayer\n\n\tCheckIfPlayerSee:\n\t\tTNT1 A 0\n\t\tPLA7 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_FastChase\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\t////TNT1 A 0 Thing_Hate(94, 0, 0)\n\t\tTNT1 A 0 A_JumpIfCloser(800, 2)\n\t\tGoto Pathfind\n\t\tTNT1 AAA 0\n\t\tGoto FollowPlayer\n\n\tPathfind:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_JumpIFInTargetInventory(\"IsPLayer\", 1, 1)\n\t\tGoto FollowPLayer\n\t\t//TNT1 A 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_Noblocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_BFGPathfinder\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tWaits:\n\t\tPLA7 E 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, 2)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"BecomeEnemy23\")\n\t\tTNT1 A 0 A_Jump(32, \"Waits2\")\n\t\tTNT1 A 0 A_Jump(32, \"Waits3\")\n\n\t\tPLA7 E 8 A_Stop\n\t\tPLA7 E 8 A_Stop\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tMARN D 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tPLA7 E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tGoto FollowPlayer\n\n\tWaits2:\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tPLA7 E 8 A_Stop\n\t\tTNT1 A 0 A_PlaySound(\"MRNWT\", 2)\n\t\tPLA7 E 8 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tMARN D 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tPLA7 E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Waits\")\n\t\tGoto FollowPLayer\n\n\tWaits3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Clip2\", 50, 3)\n\t\tGoto GiveAmmo\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tPLA7 E 8 A_Stop\n\t\tTNT1 A 0 A_PlaySound(\"MRNWC\", 2)\n\t\tPLA7 E 8 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tMARN D 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tPLA7 E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Waits\")\n\t\tGoto FollowPLayer\n\n\tGiveAmmo:\n\t\tTNT1 A 0\n\t\tPLA7 A 10 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"MRNGI1\")\n\t\tPLA7 I 30\n\t\tTNT1 A 0 A_GiveToTarget(\"Clip2\", 100)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"Stimpack\", 40, 0)\n\t\tGoto Waits\n\n\tMissile:\n //PLA7 E 1\n\t\tTNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"KillMeSmall\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsABaronOfHell\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMancubus\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Retreat\")\n\t\tTNT1 A 0 A_PlaySound(\"MRNAT\", 2)\n\n\tMissile2:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tPLA7 EEE 5 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1 )\n\t\tTNT1 A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tPLA7 EEEE 5 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"BFGFIRE\")\n\t\tPLA7 F 4 BRIGHT A_CustomMissile(\"FriendlyBFGBAll\",50,0,0,0)\n\t\tPLA7 EEEEEEEEEEEEE 5 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0 )\n\t\tGoto See\n\n\tStrafeLeft:\n\t\tPLA7 A 3 A_FaceTarget\n\t\tPLA7 B 3 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tPLA7 C 3 A_FaceTarget\n\t\tPLA7 D 3 ThrustThing(angle*256/360+192, 3, 0, 0)\n Goto Missile2\n\n\tStrafeRight:\n\t\tPLA7 A 3 A_FaceTarget\n\t\tPLA7 B 3 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tPLA7 C 3 A_FaceTarget\n\t\tPLA7 D 3 ThrustThing(angle*256/360+64, 3, 0, 0)\n Goto Missile2\n\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(500, \"Retreat\")\n\tPain.Avoid:\n\t\tTNT1 A 0 A_Jump(256, \"StrafeLeft\", \"StrafeRight\")\n\t\tGoto StrafeLeft\n\n\tRetreat:\n TNT1 A 0\n\t\tPLA7 A 3 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(5)\n\t\tPLA7 B 3\n TNT1 A 0 A_Recoil(5)\n\t\tPLA7 CD 3 A_FaceTarget\n\t\tGoto MIssile2\n\n\tAttackMelee:\n\t\tTNT1 A 0\n\t\tPLAM A 4 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-4)\n\t\tPLAM A 1 A_FaceTarget\n\t\tPLAM B 4 A_CustomMissile(\"MarinePunch\",40,0,0,0)\n\t\tPLAM B 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality3\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RevenantFatality\", 1, \"FatalityRevenant\")\n\t\tGoto See\n\n\tPain:\n\t PLA7 G 3\n\t\tTNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 0)\n\t\tPLA7 G 3 A_Pain\n\t\tGoto FollowPlayer\n\n\tDeath:\n\tDeath.Bullet:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tPLA7 E 10 A_PlayerScream\n\n\t\tPLA7 I 10 A_NoBlocking\n\t\tPLA7 J 10\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tPLA7 KLM 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPLA7 N -1\n\t\tStop\n\n Death.Eat:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n XPL1 A 10 A_XScream\n XPL1 B 20 A_NoBlocking\n XPL1 CDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL1 E -1\n Stop\n\n Death.Cut:\n\tDeath.Saw:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Slime:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_NoBlocking\n TNT1 A -1\n Stop\n\n Death.CutLess:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_Jump (128, 3)\n Goto Death\n TNT1 AAA 0\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Rip:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 A 10 A_XScream\n TNT1 AAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 D 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 E 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL3 F -1\n Stop\n\tDeath.Massacre:\n\tDeath.Explosives:\n\tXDeath:\n\t\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_CustomMissile (\"MarineXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n MHEA A 7 A_XScream\n MHEA B 7 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n MHEA CD 7\n MHEA E -1\n\t\tStop\n\n\t Crush:\n\t Death.Stomp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tStop\n\n\tDeath.Blast:\n\tDeath.SuperPunch:\n\tDeath.SSG:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t PLA7 O 2 A_FaceTarget\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PLA7 OPQRSTU 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n PLA7 U -1\n Stop\n\n Death.Rape:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tXPL4 A 20 A_XScream\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 C 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 D 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 E 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 F 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL4 F -1\n Stop\n\n Death.plasma:\n TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 1\n TNT1 A -1\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.burn:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t PBUR A 1\n PBUR A 1 A_Scream\n PBUR A 1 A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PBUR AAAABBBBCCCC 2 A_CustomMissile (\"SmallFlameTrails\", 32, 0, random (0, 180), 2, random (0, 180))\n\t PBUR DDDDEEEE 2 A_CustomMissile (\"SmallFlameTrails\", 16, 0, random (0, 180), 2, random (0, 180))\n PBUR EEEEE 4 A_CustomMissile (\"SmallFlameTrails\", 8, 0, random (0, 180), 2, random (0, 180))\n\t\tPBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n PBUR E -1\n Stop\n\n Death.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n BURN W 6 A_Scream\n BURN X 6 A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n BUR2 ABCD 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN FGHIJKL 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN MNOPQRSTUV 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN V -1\n Stop\n\n\t Death.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tNULL A 0 ThrustThingZ(0,30,0,1)\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n NULL AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tNULL A 0 A_XScream\n XPL6 A 5\n\t\tNULL A 0 A_NoBlocking\n XPL6 BCDE 5\n XPL6 F -1\n Stop\n\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n\n Death.HKFT:\n\tDeath.BHFT:\n\tDeath.RVFT:\n\t\tTNT1 A 1 A_Scream\n\t\tTNT1 A 1 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"Curbstomp_Marine\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A -1\n Stop\n\n Death.FatalityMarine:\n\t\tTNT1 A 1 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 1 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_GiveToTarget(\"Fatality_Marine\",1)\n\t\tTNT1 A -1\n Stop\n\t}\n}\n\nACTOR BFGMarineGuarding: Marine_BFG\n{\n\tFastSpeed 0\n\tMaxStepHeight 0\n\t+FRIENDLY\n\t+MISSILEMORE\n\t+NODROPOFF\n\t+MISSILEEVENMORE\n\t+SHOOTABLE\n\tSpeed 0\n\tStates\n\t{\n\tActive:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"MarineFollow\", 2)\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle1\", 50, 0, 0, 2, 90)\n\t\tPLA7 A 30\n\t\tTNT1 A 0 A_ChangeFLag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_BFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")\n\t\tPLA7 E 1 A_Look\n\t\tGoto See\n\n\tSee:\n\t\t//TNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tPLA7 EEEEEEEEEEEEEEEEEE 1 A_Chase\n\t\tTNT1 A 0 A_ClearTarget\n\t\tLoop\n\n\tMissile:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"KillMeSmall\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\n\tMissile2:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tPLA7 EEE 5 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1 )\n\t\tTNT1 A 0 A_PlaySound(\"BFGCHARGE\")\n\t\tPLA7 EEEE 5 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"BFGFIRE\")\n\t\tPLA7 F 4 BRIGHT A_CustomMissile(\"FriendlyBFGBAll\",50,0,0,0)\n\t\tPLA7 EEEEEEEEEEEEE 5 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0 )\n\t\tGoto See\n\n\tPain:\n\t PLA7 G 3\n\t\tPLA7 G 3 A_Pain\n\t\tTNT1 A 0 A_Jump(128, \"StrafeLeft\", \"StrafeRight\")\n\t\tGoto See\n\n\tStrafeLeft:\n\t\tPLA7 A 3 A_FaceTarget\n\t\tPLA7 B 3 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tPLA7 C 3 A_FaceTarget\n\t\tPLA7 D 3 ThrustThing(angle*256/360+192, 3, 0, 0)\n Goto Missile2\n\n\tStrafeRight:\n\t\tPLA7 A 3 A_FaceTarget\n\t\tPLA7 B 3 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tPLA7 C 3 A_FaceTarget\n\t\tPLA7 D 3 ThrustThing(angle*256/360+64, 3, 0, 0)\n Goto Missile2\n\t}\n}\n\nACTOR Marine_BFGPathfinder\n{\n\tRadius 32\n\tHeight 56\n\tSpeed 20\n\tHealth 4000\n\tPainChance 255\n\tMaxTargetRange 150\n\tMonster\n\tdamagefactor \"SpawnMarine\", 8000.0\n\tMaxDropOffHeight 1200\n\tMaxStepHeight 1200\n\t-COUNTKILL\n\t+NOTARGET\n\t+THRUACTORS\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+FASTER\n +DONTSPLASH\n\t-SHOOTABLE\n\t-FRIENDLY\n\t+NOCLIP\n\t+LOOKALLAROUND\n\t+NOINFIGHTING\n\tStates\n\t{\n\tSpawn:\n\tPain:\n See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\t//TNT1 A 0 Thing_ChangeTID(0,98)\n\t\t//TNT1 A 0 Thing_Hate(98, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 AAAAA 1 A_Chase\n\t\t//TNT1 A 0 Thing_Hate(98, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 A 1 A_FaceTarget\n\t\tLoop\n\t//Missile:\n\tTNT1 A 2\n\tTNT1 A 0 A_SpawnItem(\"MarineSpawnChecker\")\n\tTNT1 A 5\n\tGoto See\n\tDeath:\n\tMissile:\n\t TNT1 A 0\n\t TNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"Marine_BFG\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"TeleportFog\")\n\t\tStop\n\t}\n}\n\nACTOR Marine_BFGAdd: Marine1Pathfinder\n{\n\tSpeed 4\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\tGoto See\n\tPain:\n See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0,98)\n\t\tTNT1 AAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t//TNT1 A 0 Thing_Hate(98, 264, 0)\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 1 A_FaceTarget\n\t\tLoop\n\tDeath:\n\tMissile:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 200\n\t\tTNT1 A 0 A_GiveToTarget(\"NumberOfAlliesBFG\", 1)\n\t\tStop\n\t}\n}\n\nACTOR RemoveMarineBFG\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n See:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineBFGActivate\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR RemoveMarineBFGActivate: Marine1Pathfinder\n{\n-FRIENDLY\n-SHOOTABLE\nScale 1.0\nSpeed 1\nMaxTargetRange 90000\n\tStates\n\t{\n\tSpawn:\n\tPain:\n See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0,98)\n\t\tTNT1 AAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t//TNT1 A 0 Thing_Hate(98, 264, 0)\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 1 A_FaceTarget\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeFromTarget(\"NumberOfAlliesBFG\", 1)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "M_BLOOD.txt",
"contents": "//All the liquid gore stuff goes here.\n\nActor BloodTesting\n{\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_SpawnItem(\"Blood\")\nLoop\n}\n}\n\nactor GibRemoving\n{\nDamageType GibRemoving\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+NORADIUSDMG\n+NOEXTREMEDEATH\n-BLOODSPLATTER\n+BLOODLESSIMPACT\n+PAINLESS\n+FORCERADIUSDMG\nPROJECTILE\nStates\n{\nSpawn:\nTNT1 A 0\n TNT1 A 0 A_Explode(3,40)\nStop\n }\n}\n\nactor MegaGibRemoving\n{\nDamageType GibRemoving\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+NORADIUSDMG\n+NOEXTREMEDEATH\n-BLOODSPLATTER\n+BLOODLESSIMPACT\n+PAINLESS\nPROJECTILE\nStates\n{\nSpawn:\nTNT1 A 0\n TNT1 A 0 A_Explode(30,300)\nStop\n }\n}\n\nACTOR TinyBlood\n{\n game Doom\n scale 0.2\n speed 7\n health 1\n radius 8\n height 1\n +DontSplash\n Gravity 0.7\n\tDecal BrutalBloodSplat\n +MISSILE\n +NOTELEPORT\n +NOBLOCKMAP\n +FORCEXYBILLBOARD\n -EXPLODEONWATER\n+DOOMBOUNCE\nBounceFactor 0.01\n States\n {\n Spawn:\n\t TNT1 A 0\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 500\n\t\tStop\n\tNoSpawn:\n\tTNT1 A 0\n\tStop\n\tSplash:\n BLOD A 0\n\t\tTNT1 AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop3\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\nactor Brutal_Blood Replaces Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+NOGRAVITY\n+THRUACTORS\nScale 0.5\nSpeed 0\n states\n {\n Spawn:\n TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\n\t\tTNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density\n\t\tTNT1 A 2\n\t\tSpawn2:\n\t\t//TNT1 A 0 A_CustomMissile (\"Brutal_LiquidBlood3\", 1, 0, random (0, 360), 2, random (0, 40))\n TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_Stop\n\t\t//TNT1 A 0 A_Jump(128, \"Spawn2\")\n\tSplash:\n BLOD A 0\n\t\tTNT1 AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n\tLotsOfBlood:\n\t TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (40, 60))\n\t TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (20, 40))\n\t TNT1 A 0 A_CustomMissile (\"BloodmistSmall\", 0, 0, random (0, 360), 2, random (10, 40))\n\t //TNT1 AA 0 A_CustomMissile (\"SuperGoreMistTiny\", 0, 0, random (0, 360), 2, random (60, 90))\n\t TNT1 A 0 A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t Stop\n\tAbsurdBlood:\n\t TNT1 A 2\n\t TNT1 A 0 A_JumpIfInventory(\"AnimuGore\", 1, \"AnimuGore\")\n\t TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (10, 50))\n\t TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (40, 60))\n\t TNT1 AAA 0 A_CustomMissile (\"BloodmistSmall\", 7, 0, random (0, 360), 2, random (30, 90))\n\t TNT1 AA 0 A_CustomMissile (\"SuperGoreMistSmall\", 0, 0, random (0, 360), 2, random (10, 90))\n\t TNT1 A 0 A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t Stop\n\t AnimuGore:\n\t TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (10, 50))\n\t TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodLevel3\", 7, 0, random (0, 360), 2, random (40, 60))\n\t TNT1 AAA 0 A_CustomMissile (\"BloodmistSmall\", 7, 0, random (0, 360), 2, random (30, 90))\n\t TNT1 AA 0 A_CustomMissile (\"SuperGoreMistSmall\", 0, 0, random (0, 360), 2, random (10, 90))\n\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (0, 360))\n\t TNT1 A 0 A_CustomMissile (\"SuperGoreSpawner2\", 0, 0, random (0, 360), 2, random (10, 90))\n\t TNT1 A 0 A_CustomMissile (\"BloodHit\", 0, 0, random (0, 360), 2, random (0, 90))\n\t Stop\n\t LowBlood:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_SpawnItem(\"BloodHit\")\n\t\tStop\n }\n}\n\nactor BloodHit\n{\n height 8\n radius 4\n +NOBLOCKMAP\n +NOGRAVITY\n +NOCLIP\n Scale 0.7\n states\n {\n Spawn:\n TNT1 A 0\n BLHT ABCDE 1\n Stop\n }\n}\n\nactor Big_Blood : Brutal_Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 AAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n BLOD BCD 0\n stop\n }\n}\n\nactor 12BloodTrail : Brutal_Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n stop\n }\n}\n\nactor BrainBlood : Brutal_Blood\n{\nDecal BrutalBloodSplat\n}\n\nACTOR Brutal_FlyingBlood\n{\n game Doom\n scale 0.5\n speed 4\n health 1\n radius 8\n height 1\n Gravity 0.8\n damage 0\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n\tDecal BrutalBloodSuper\n +MISSILE\n +NOTELEPORT\n +NOBLOCKMAP\n +THRUACTORS\n +BLOODLESSIMPACT\n +FORCEXYBILLBOARD\n +NODAMAGETHRUST\n +MOVEWITHSECTOR\n +CORPSE\n -DONTSPLASH\n Mass 1\n States\n {\n Spawn:\n\t //BLOD ABCD 2\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t BLOD AB 2\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t TNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\")\n\t Spawn1:\n\t\tBLOD C 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n loop\n\tSpawn2:\n\t\tBLOD E 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n loop\n\tSplash:\n BLOD A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Underblood2\")\n stop\n Death:\n \t //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t\t\t\tTNT1 A 0\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t\t\t\t//TNT1 A 0 A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n\t\t\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilBloodSimpler\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\t\t//TNT1 AAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\t\tTNT1 A 1\n Stop\n }\n}\n\nACTOR BloodHeightDetector: TinyBlood //Doesnt spawns blood pools if it hits the ceiling or walls\n{\n -DONTSPLASH\n scale 1.0\n Gravity 1.0\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t BLUD C 0 ThrustThingZ (0,25,1,0)\n BLOD C 3\n Stop\n\tSplash:\n BLOD A 0\n stop\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Brutal_Bloodspot\", 0, 0, 0, 0, 0, 0, random(0, 360))\n\t\t//TNT1 A 0 A_SpawnItem(\"Brutal_Bloodspot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n\t\t//XDT1 EFGHIJK 3\n\t\tTNT1 A 0 A_SpawnItemEx (\"MiniBloodDropEffect\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"MiniBloodDropEffect\", 12, 12)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MiniBloodDropEffect\", 12, -12)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MiniBloodDropEffect\", -12, 12)\n TNT1 A 0 A_SpawnItemEx (\"MiniBloodDropEffect\", -12, -12)\n\t\tstop\n }\n}\n\nACTOR Brutal_FlyingBloodMuchFaster: Brutal_FlyingBlood\n{\n speed 18\n}\n\nACTOR Brutal_FlyingBloodLevel3: Brutal_FlyingBlood\n{\n Scale 1.0\n Speed 7\n}\n\nACTOR Brutal_BloodSpot\n{\n game Doom\n radius 2\n height 2\n mass 1\n Health 300\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+NOTARGET\n-SHOOTABLE\n+NOBLOOD\n-DONTSPLASH\n-SOLID\n+THRUACTORS\nAlpha 0.9\nMass 99999999\nScale 0.5\nDecal BrutalBloodSplat\nDamageFactor \"TeleportRemover\", 100.0\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\n TNT1 A 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n TNT1 A 0 A_CheckFloor(\"SpawnNormally\")\n Goto Splash\n\n SpawnNormally:\n //TNT1 A 0 A_SpawnItem(\"GibRemoving\")\n TNT1 A 0 A_Jump(255, \"SpawnBFrameOnly\", \"SpawnCFrameOnly\", \"SpawnDFrameOnly\")\n SpawnAFrameOnly:\n BPDL A 800//duration\n TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"FadeA\")\n Loop\n SpawnBFrameOnly:\n BPDL B 800//duration\n TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"FadeB\")\n Loop\n\n FadeA:\n BPDL AAAA 1 A_FadeOut(0.05)\n Stop\n\n FadeB:\n BPDL BBBB 1 A_FadeOut(0.05)\n Stop\n\n SpawnCFrameOnly:\n BPDL C 800//duration\n TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"FadeC\")\n Loop\n\n SpawnDFrameOnly:\n BPDL D 800//duration\n TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"FadeD\")\n Loop\n\n FadeC:\n BPDL CCCC 1 A_FadeOut(0.05)\n Stop\n\n FadeD:\n BPDL DDDD 1 A_FadeOut(0.05)\n Stop\n\n\tSplash:\n BLOD A 0\n stop\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tStop\n }\n}\n\nactor GiantBloodSpot: Brutal_BloodSpot\n{\n Scale 1.1\n States\n {\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\tTNT1 A 0 A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 2\n\tGoto SpawnAFrameOnly\n\t}\n}\n\nactor BigBloodSpot: GiantBloodSpot\n{\n Scale 0.7\n}\n\nactor MediumBloodSpot: GiantBloodSpot\n{\ngame Doom\nScale 0.4\n}\n\nactor MediumBloodSpot2: GiantBloodSpot\n{\ngame Doom\nScale 0.4\n}\n\nACTOR CeilBloodLauncher: Brutal_FLyingBlood\n{\n +THRUACTORS\n +BLOODLESSIMPACT\n\t-DOOMBOUNCE\ndamagetype Blood\n Speed 15\n Gravity 0.0\n\tDecal BrutalBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 3\n Stop\n\tSplash:\n BLOD A 0\n stop\n Death:\n \t //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n TNT1 A 0\n stop\n\t Melee:\n Xdeath:\n\t TNT1 A 1\n Stop\n }\n}\n\nACTOR CeilBloodLauncherLong: CeilBloodLauncher\n{\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 12\n Stop\n }\n}\n\nACTOR DetectCeilBloodSimpler\n{\n game Doom\n scale 0.4\n speed 0\n health 1\n radius 1\n height 1\n Gravity 0.0\n damage 0\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n +MISSILE\n +NOTELEPORT\n +NOBLOCKMAP\n +FORCEXYBILLBOARD\n +NODAMAGETHRUST\n -DONTSPLASH\n +NOGRAVITY\n States\n {\n Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 ThrustThingZ(0,35,0,1)\n\t TNT1 A 2\n\t Stop\n\t Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n Stop\n }\n}\n\nACTOR DetectCeilBloodSimplerLarge: DetectCeilBloodSimpler\n{\n States\n {\n\t Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"CeilBloodCheckerLarge\", -15, 0, 90, 2, 90)\n Stop\n }\n}\n\n// Checks if there is a ceiling above, and isn't hitting a monster.\nACTOR CeilBloodChecker: Brutal_FLyingBlood\n{\n +THRUACTORS\n +BLOODLESSIMPACT\ndamagetype Blood\ndamage 0\nRadius 0\nHeight 0\nSpeed 400\n\n Gravity 0.0\n\tDecal BrutalBloodSuper\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 4\n Stop\n\tSplash:\n BLOD A 0\n stop\n Death:\n TNT1 A 1 A_SpawnItem(\"CeilBloodSpot\",0,0,0,1)\n TNT1 A 5\n stop\n Xdeath:\n\t TNT1 A 1\n Stop\n }\n}\n\nACTOR CeilBloodCheckerLarge: CeilBloodChecker\n{\nStates\n{\n Death:\n TNT1 A 1 A_SpawnItem(\"CeilBloodSpotLarge\",0,0,0,1)\n TNT1 A 5\n stop\n}}\n\n// The Ceil Blood Spot.\nactor CeilBloodSpot: Brutal_BloodSpot\n{\nProjectile\n+SPAWNCEILING\n+CEILINGHUGGER\n+MOVEWITHSECTOR\n-DOOMBOUNCE\n+NOGRAVITY\n+DontSplash\nstates\n{\nSpawn:\n BPDL A 1\n TNT1 A 0 A_SpawnItem (\"DripingBloodLeavesSmallPool\")\n TNT1 A 0 A_SpawnItem (\"CeilBloodTinyBloodSpawner\")\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAA 1 A_FadeOut(0.l)\n stop\n }\n}\n\nactor CeilBloodSpotLarge: CeilBloodSpot\n{\nstates\n{\nSpawn:\nGoto Crash\nDeath:\nCrash:\n BPDL A 1\n TNT1 A 0 A_SpawnItem (\"DripingBloodLeavesSmallPool\")\n TNT1 A 0 A_SpawnItem (\"CeilBloodLargeBloodSpawner\")\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 ThrustThingZ(0,300,0,1)\n BPDL AAAAAAAAA 1 A_FadeOut(0.l)\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR CeilBloodTinyBloodSpawner: TinyBlood\n{\n+NOGRAVITY\n+THRUACTORS\n+NOCLIP\n States\n {\n Spawn:\n TNT1 AAAAAAAAAAAAAA 5 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 10 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 16 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 24 A_SpawnItem (\"BloodDripingFromCeiling\")\n stop\n }\n}\n\nACTOR CeilBloodLargeBloodSpawner: TinyBlood\n{\n+NOGRAVITY\n+THRUACTORS\n+NOCLIP\n States\n {\n Spawn:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 3 A_SpawnItemEx (\"BloodDripingFromCeilingBig\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 10 A_SpawnItemEx (\"BloodDripingFromCeilingBig\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 15 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n TNT1 AAAAAAAAAAAAAA 20 A_SpawnItemEx (\"BloodDripingFromCeiling\", random (-5, 5), random (-5, 5))\n stop\n }\n}\n\nACTOR BloodDripingFromCeiling: TinyBlood\n{\n+DOOMBOUNCE\n+THRUACTORS\nBounceFactor 0.1\n States\n {\n Spawn:\n TNT1 A 0\n\t BPDL A 0 ThrustThingZ(0,300,0,1)\n\t TNT1 A 0 A_Jump(230, \"NoSpawn\")\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 500\n loop\n }\n}\n\nACTOR BloodDripingFromCeilingBig: TinyBlood\n{\n+DOOMBOUNCE\nBounceFactor 0.1\nXScale 0.4\nYScale 0.8\n States\n {\n Spawn:\n TNT1 A 0\n\t BPDL A 0 ThrustThingZ(0,300,0,1)\n\t TNT1 A 0 A_Jump(160, \"NoSpawn\")\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 500\n loop\n }\n}\n\nACTOR DripingBlood: TinyBlood\n{\n scale 0.3\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 4\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"blooddrop2\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\nACTOR DripingBloodLeavesPool: TinyBlood\n{\n scale 0.3\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 4\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\nACTOR DripingBloodLeavesSmallPool: DripingBloodLeavesPool\n{\n-DONTSPLASH\nStates\n{\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"MinuscleBloodSpot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop2\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\n// Blood trails spawned by FlyingBlood\nactor Brutal_FlyingBloodTrail\n{\ngame Doom\n scale 0.70\n mass 1\n renderstyle Translucent\n alpha 0.7\nDecal BrutalBloodSplat\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n+NOCLIP\n+FORCEXYBILLBOARD\n +DontSplash\n+MISSILE\n-NOGRAVITY\nSpeed 2\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //BTRL ABCD 4\nBLOD FFFFFFFFFF 4 A_JumpIf(waterlevel > 1, \"Splash\")\n stop\nDeath:\nTNT1 A 0\nStop\n\n\tSplash:\n BLOD A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Underblood2\")\n stop\n\n }\n}\n\nactor Brutal_FlyingBloodTrail5 : Brutal_FlyingBloodTrail\n{\nDecal None\n}\n\nactor BloodTr: Brutal_FlyingBloodTrail\n{\nSpeed 4\n alpha 0.7\nscale 1.1\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 4\n stop\n }\n }\n\nactor BloodTr2: Brutal_FlyingBloodTrail\n{\nSpeed 4\n alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.6\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 4\n stop\n Death:\n TNT1 A 0\n Stop\n }\n }\n\nactor BloodTr3: Brutal_FlyingBloodTrail\n{\nSpeed 6\n alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.9\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 6\n stop\n }\n }\n\nactor BloodTr95: Brutal_FlyingBloodTrail\n{\nSpeed 4\n alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.7\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 7\n stop\n Death:\n TNT1 A 0\n Stop\n }\n }\n\nactor BloodTr255: Brutal_FlyingBloodTrail\n{\nSpeed 2\n alpha 0.5\nscale 1.0\n-NOGRAVITY\n+THRUACTORS\nGravity 0.3\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 3\n stop\n Death:\n TNT1 A 2\n Stop\n }\n }\n\nactor BloodTr255G: Brutal_FlyingBloodTrail\n{\nSpeed 3\n alpha 0.6\nscale 0.7\n-NOGRAVITY\nGravity 0.8\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 3\n stop\n Death:\n TNT1 A 0\n Stop\n }\n }\n\nactor Brutal_FlyingBloodFaster: Brutal_FlyingBloodTrail\n{\nSpeed 4\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //BTRL ABCD 6\n BLOD ABCDEFFFFFF 3\n stop\n }\n}\n\nactor Brutal_FlyingBloodTrail16: Brutal_FlyingBloodTrail\n{\n renderstyle Translucent\n alpha 0.4\n}\n\nACTOR SmallBrainPiece\n{\n Radius 2\n Height 2\n\tSpeed 10\n\tMass 1\n\tScale 0.5\n\tDecal BrutalBloodSuper\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n\t+THRUGHOST\n\t+THRUACTORS\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t-DONTSPLASH\n\t+FORCEXYBILLBOARD\n\t+FLOORCLIP\n States\n {\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(32, \"DoNothing\")\n\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\tGoto See\n See:\n\t\tXDB5 ABCDEFGH 3\n\t\tLoop\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\tTNT1 A 0 A_CheckFloor(\"Rest\")\n\tTNT1 A 0 A_SpawnItem(\"DetectCeilBrain\")\n\tTNT1 A 2\n\tStop\n\n\tRest:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\")\n\tRest1:\n XDT5 B 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tRest2:\n\t\tXDT5 O 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains1 //Random bloody piece\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n\tBounceFactor 0.4\n\tScale 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tStop\n\tDeath:\n\t XDT5 C 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\")\n\tRest1:\n XDT5 C 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tRest2:\n\t\tXDT5 C 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains2 //Teeth\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n\tBounceFactor 0.4\n\tScale 0.9\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB ABCD 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIB A 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\")\n\tRest1:\n BRIB A 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tRest2:\n\t\tBRIB C 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains3 //Eyeballs\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n\tScale 0.8\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB EFGH 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIB E 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\", \"Rest3\", \"Rest4\")\n\tRest1:\n BRIB E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tRest2:\n\t\tBRIB F 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tRest3:\n BRIB G 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tRest4:\n\t\tBRIB H 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains4 //White skinned piece 1\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n\tScale 0.9\n Decal BrutalBloodSplat\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN D 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BRIN D 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains5 //White skinned piece 2\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tScale 0.9\n\tMass 1\n Decal BrutalBloodSplat\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN E 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BRIN E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains6 //Brown skinned piece\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n\tScale 0.9\n Decal BrutalBloodSplat\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB MNOP 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN F 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BRIN F 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains6Big: Brains6 //White skinned piece 1\n{\nScale 1.8\n}\n\nACTOR Brains7 //Brown skinned teeth\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n\tScale 0.9\n Decal BrutalBloodSplat\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRIB QRST 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN G 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BRIN G 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains7Big: Brains7 //White skinned piece 1\n{\nScale 1.3\n}\n\nACTOR Brains4Green: Brains4 //White skinned piece 1\n{\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR7B IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR7N D 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR7N D 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains4GreenBig: Brains4 //White skinned piece 1\n{\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR7B ABCD 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR7B A 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR7B A 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains4Blonde: Brains4 //White skinned piece 1\n{\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR8B IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR8B I 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR8B I 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains4BlondeBig: Brains4 //White skinned piece 1\n{\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR8B ABCD 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR8B A 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR8B A 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR BrainsSergeantHeadPiece: Brains4 //White skinned piece 1\n{\nSpeed 2\n-DOOMBOUNCE\nScale 1.0\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR7B EFGH 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR7B E 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR7B E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR BrainsImpHeadPiece: Brains4 //White skinned piece 1\n{\nSpeed 2\n-DOOMBOUNCE\nScale 1.0\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBR7N E 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BR7N E 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n BR7N E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR BaronHeadPiece\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n\tScale 1.2\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXHE5 IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t XHE5 I 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n XHE5 I 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR PinkyJaw: BaronHeadPiece\n{\n\tScale 1.2\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tPDG1 ABCDEFGH 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t PDG1 H 2\n\t TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n PDG1 i 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR HellKnightHeadPiece: BaronHeadPiece\n{\n\tScale 1.0\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tHKHE IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t HKHE I 2\n\t TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n HKHE I 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR HellKnightHeadPiece2: HellKnightHeadPiece\n{\n\tXScale -1.0\n}\n\nactor BonePieces : Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n states\n {\n Spawn:\n TNT1 AA 0 A_CustomMissile (\"LSpart3\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"LSpart1\", 15, 0, random (0, 360), 2, random (0, 160))\n stop\n }\n}\n\nACTOR BloodJuice\n{\n Radius 1\n Height 1\n\tAlpha 0.5\n\tScale 4.4\n\tGravity 0.01\n\tSpeed 0.2\n\t+FORCEXYBILLBOARD\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n States\n {\n Spawn:\n BLOD A 1\n Goto Death\n\tDeath:\n\t BLOD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.01)\n\t\tStop\n }\n}\n\nactor FatalityBlood: Brutal_FlyingBlood\n{\n Speed 14\n}\n\nactor MuchBlood : Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"Brutal_FlyingBloodTrail\", 0, 0, 180)\n\t\tTNT1 AAA 0 A_CustomMissile(\"BloodMistSmall\", 0, 0, 180)\n \t TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nactor MuchBlood2 : Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAA 0 A_CustomMissile(\"Brutal_FlyingBloodTrail\", 0, 0, 180)\n \t TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tBLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nactor MuchBlood3 : Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAA 0 A_CustomMissile(\"Brutal_FlyingBloodTrail\", 0, 0, 180)\n \t TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BloodMistBig\", 20, 0, random (0, 360), 2, random (30, 90))\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nactor DeadBlood : Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_JumpIf (floorz > 10, \"SpawnLeg\")\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n //TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodHit\")\n \t stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR GoreBloodFly: Brutal_FlyingBlood\n{\n speed 10\n}\n\nACTOR WallRedBlood\n{\n game Doom\n scale 0.6\n speed 7\n health 1\n radius 8\n height 1\n Gravity 0.7\n damage 0\n\tDamageType Blood\n\tDecal BrutalBloodSuper\n +MISSILE\n +NOTELEPORT\n +NOBLOCKMAP\n +THRUACTORS\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 ABCD 4\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n \t TNT1 A 3\n stop\n }\n}\n\nACTOR SuperWallRedBlood: WallRedBlood\n{\n speed 32\n Gravity 0.1\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 ABCD 1\n Stop\n\n}\n}\n\nACTOR ShortWallRedBlood: WallRedBlood\n{\n speed 2\n Gravity 1\n Radius 24\n Height 12\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 3\n Stop\n\tDeath:\n\t TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFakeNoDecal\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tTNT1 A 0 A_PlaySound(\"HEDBON\")\n\t TNT1 A 20\n\t\tStop\n}\n}\n\nACTOR MediumInfiniteBlood: Brutal_FlyingBlood\n{\n States\n {\n Death:\n \t //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\", 1)\n TNT1 A 0\n }\n}\n\nactor BloodDying : Brutal_Blood\n{\n states\n {\n Spawn:\n //TNT1 AAAAA 0 A_CustomMissile (\"BloodTr2\", 7, 0, random (0, 360), 2, random (0, 180))\n //TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //TNT1 A 0 A_CustomMissile (\"CeilBloodLauncher\", -1, 0, random (0, 360), 2, random (50, 130))\n\t\t//TNT1 AA 0 A_CustomMissile (\"WallRedBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n \t TNT1 A 0 A_SpawnItem (\"BloodHit\")\n\t\tTNT1 A 0 A_SpawnItem (\"Brutal_FlyingBlood\")\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nactor MinuscleBloodSpot: Brutal_BloodSpot\n{\nScale 0.25\n}\n\nACTOR MiniBloodDropEffect\n{\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\tScale 0.4\n States\n {\n Spawn:\n\t\tXDT1 EFGHIJK 2\n\t\tStop\n Stop\n }\n}\n\nactor SawBlood : Blood Replaces AxeBlood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n-ALLOWPARTICLES\nMONSTER\n-FRIENDLY\n+NOTARGET\n-COUNTKILL\nSpeed 0\n states\n {\n Spawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_Look\n See:\n\t\tTNT1 A 0 Radius_Quake (4, 4, 0, 2, 0)\n\t\tTNT1 A 0 A_PlaySOund(\"misc/xdeath4\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PowerBloodOnVisor\", 1)\n TNT1 A 0 A_CustomMissile (\"BloodMist\", 0, 0, random (0, 360), 2, random (30, 90))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //TNT1 A 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 1 A_Chase(\"Melee\",\"Melee\")\n\t\tStop\n\tMelee:\n\t\tTNT1 A 0 A_GiveToTarget(\"BloodSplasherz\", 1)\n\t\tTNT1 A 10\n stop\n\tSplash:\n BLOD A 0\n\t\tTNT1 AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n }\n}\n\nactor BloodSPlatterReplacer : Brutal_Blood Replaces BloodSplatter\n{\n}\n\nACTOR Brutal_FlyingBloodSaw: Brutal_FlyingBlood\n{\n Alpha 0.3\n Speed 0.5\n Gravity 0.3\n States\n {\n Spawn:\n\t //BLOD ABCD 2\n\t TNT1 A 0\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t BLOD BC 2\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t TNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\")\n\t Spawn1:\n\t\tBLOD EEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.03)\n\t\tStop\n\tXdeath:\n\tDeath:\n\tSplash:\n BLOD A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Underblood2\")\n\tTNT1 A 10\n Stop\n }\n}\n\nactor GrowingBloodPoolOld\n{\n game Doom\n radius 1\n height 1\n mass 1\n RenderStyle Shaded\n StencilColor \"52 00 00\"\n Alpha 0.9999\n +NOTELEPORT\n +NOBLOCKMAP\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n-DONTSPLASH\nScale 0.5\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //XDT1 ABCD 8\n //loop\n Death:\n Crash:\n //Check if the Blood is underwater. If yes, disappear\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //Check if blood is over water. If yes, disappear.\n // make the blood spots stay on the ground. 9009 is the default duration.\n BPDL A 15\n BPDL ABCDEFGHIJKLMNOPQRSTUVWXYZ 5\n BPDL Z 9009\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nactor GrowingBloodPool: Brutal_BloodSpot\n{\n game Doom\n radius 1\n height 1\n mass 1\n Health 600\n //RenderStyle Translucent\n //StencilColor \"49 00 00\"\n Alpha 0.99\n +NOTELEPORT\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n-DONTSPLASH\nScale 1.0\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT5 A 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n TNT1 A 0 A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT5 A 30\n TNT5 BCD 5\n TNT5 EFGHIJKLMNOP 5\n TNT5 QRSTUVWXYZ 5\n Live:\n TNT5 Z 900//duration\n TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Splash\")\n loop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR GrowingBloodTrails\n{\n game Doom\n radius 1\n height 1\n mass 100\n RenderStyle Translucent\n //StencilColor \"52 00 00\"\n Alpha 0.9999\n +NOTELEPORT\n +NOBLOCKMAP\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n-DONTSPLASH\nScale 0.5\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 A_SpawnItem(\"GrowingSmallBloodSpot\")\n TNT1 A 0 A_SetAngle(random(16, -16) + angle)\n TNT1 A 2 A_Recoil(-1)\n TNT1 A 0 A_Stop\n TNT1 A 1\n TNT1 A 0 A_Jump(4, \"Death\")\n Loop\n Death:\n Crash:\n TNT1 A 0 A_SpawnItem(\"GrowingSmallBloodSpot\")\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR GrowingSmallBloodSpot\n{\n game Doom\n radius 1\n height 1\n mass 1\n RenderStyle Translucent\n //StencilColor \"52 00 00\"\n Alpha 0.9999\n +NOTELEPORT\n +NOBLOCKMAP\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n-DONTSPLASH\nXScale 0.05\nYScale 0.02\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //XDT1 ABCD 8\n //loop\n Death:\n Crash:\n //Check if the Blood is underwater. If yes, disappear\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //Check if blood is over water. If yes, disappear.\n //Randomize blood texture:\n TNT1 A 0 ThrustThingZ(0,5,0,1)\n BLOD M 9009\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR Brutal_LiquidBlood: Brutal_FlyingBlood\n{\n speed 3\n scale 0.2\n gravity 0.6\n\n States\n {\n Spawn:\n BLOD A 1 A_SpawnItem(\"Brutal_LiquidBloodTrail\")\n Loop\n\t Death:\n \t TNT1 A 0 A_PlaySound(\"blooddrop\")\n\t XDT1 FGHIJKL 2\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR Brutal_LiquidBlood2: Brutal_FlyingBlood\n{\n speed 4\n scale 0.4\n gravity 0.6\n\n States\n {\n Spawn:\n BLOD A 1 A_SpawnItem(\"Brutal_LiquidBloodTrail\")\n Loop\n\t Death:\n \t TNT1 A 0 A_PlaySound(\"blooddrop\")\n\t XDT1 FGHIJKL 2\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR Brutal_LiquidBlood3: Brutal_FlyingBlood\n{\nSpeed 3\n States\n {\n Spawn:\n BLOD A 1 A_SpawnItem(\"Brutal_LiquidBloodTrail\")\n Loop\n\t Death:\n \t TNT1 A 0 A_PlaySound(\"blooddrop\")\n\t TNT1 A 0 A_CheckFloor(\"SpawnFloor\")\n\t TNT1 A 4\n\t Stop\n\n\t SpawnFloor:\n\t tnt1 a 0 A_SPawnItem(\"Brutal_BloodSpot\")\n\t XDT1 FGHIJKL 2\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR Brutal_LiquidBloodFast: Brutal_LiquidBlood2\n{\n speed 8\n}\n\nACTOR Brutal_LiquidBloodTrail: Brutal_FlyingBlood\n{\n scale 0.4\n gravity 0.4\n States\n {\n Spawn:\n\t TNT1 A 0\n BL8D ABCDEEEEE 2\n\t Stop\n\t Death:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR XDeath1Trail: Brutal_FlyingBlood\n{\n scale 0.8\n gravity 1\n Speed 0\n States\n {\n Spawn:\n\t TNT1 A 0\n BLOD ABCDEF 2\n\t Stop\n\t Death:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR Brutal_FlyingBloodFake\n{\n game Doom\n scale 0.5\n speed 3\n health 1\n radius 8\n height 1\n Gravity 0.3\n damage 0\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n\tDecal BrutalBloodSplat\n +MISSILE\n +NOTELEPORT\n +NOBLOCKMAP\n +BLOODLESSIMPACT\n +FORCEXYBILLBOARD\n +NODAMAGETHRUST\n +MOVEWITHSECTOR\n +CORPSE\n -DONTSPLASH\n +THRUACTORS\n Mass 1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tBLOD KKKKKKKKKKKK 1 A_FadeOut(0.05)\n Stop\n\tSplash:\n BLOD A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Underblood2\")\n stop\n\tDeath:\n\t TNT1 A 10\n\t\tStop\n }\n}\n\nACTOR Brutal_FlyingBloodFakeNoDecal: Brutal_FlyingBloodFake\n{\n decal \"none\"\n}\n\nACTOR RegularBloodHitEffect: Brutal_FlyingBloodFake\n{\n scale 0.8\n Speed 1\n States\n\t{\n\tSpawn:\n\t\tBLOD ABCDJ 2\n\t\tStop\n\t\t}\n}\n\nactor Cyberdemon_Blood : Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n-ALLOWPARTICLES\nSpeed 0\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 7, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallSuperGore\", 10, 0, random (0, 360), 2, random (10, 170))\n\t\tTNT1 A 0 A_SpawnItem (\"RicoChet\")\n\t\t//TNT1 A 0 A_SpawnItem (\"BloodHit\")\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n\t\tTNT1 AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n }\n}\n\nactor Bloodmist : Brutal_FlyingBlood\n{\ndecal BrutalBloodSuper\n+MISSILE +NOTELEPORT +NOBLOCKMAP +NOBLOCKMONST +DONTSPLASH +THRUACTORS\nscale 0.8\nradius 2\nheight 2\nspeed 8\nGravity 0.4\nRenderStyle Translucent\nalpha 0.9\nstates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 ACS_ExecuteAlways(797, 0, 0, 0, 0)//Check if Blood is set to low\nMSBL ABCDEFGH 1\nMSBL HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_FadeOut(0.005)\nStop\n\nDeath:\nTNT1 A 0\nTNT1 A 0 A_CheckFloor(\"Disappear\")\nMSBL HHHHHHHH 1 A_FadeOut(0.1)\nStop\n\nVanish:\nDisappear:\nTNT1 A 2\nStop\n}\n}\n\nactor BloodmistBig : Bloodmist\n{\nscale 0.9\nspeed 4\nGRAVITY 0.4\n}\n\nactor BloodmistSmall : Bloodmist\n{\nscale 0.45\nGravity 0.8\n}\n\nactor BloodmistExtraBig : Bloodmist\n{\nscale 1.4\n}\n\nactor BloodmistLarge : Bloodmist\n{\nscale 0.95\n}\n\nactor BloodmistXXBig : Bloodmist\n{\nscale 2.2\nGRAVITY 0.2\n}\n\nACTOR SplatteredSmall: Brutal_BloodSpot\n{\n states\n {\n Spawn:\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //TNT1 A 0 Acs_executealways(373, 0, 0, 0, 0)//Check if is under a liquid\n TNT1 A 0 A_FaceTarget\n\tTNT1 A 2\n TNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverlava\", 1, \"Splash\")\n\tTNT1 A 0 A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tBPDL A -1\n\tStop\n }\n}\n\nACTOR SplatteredLarge: Brutal_BloodSpot\n{\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //TNT1 A 0 Acs_executealways(373, 0, 0, 0, 0)//Check if is under a liquid\n TNT1 A 0 A_FaceTarget\n\tTNT1 A 2\n\n TNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverlava\", 1, \"Splash\")\n\tTNT1 A 0 A_SpawnItemEx (\"BootSmearerRed\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tBPDL A -1\n\tStop\n }\n}\n\nACTOR RedBloodFootPrintLeft: GrowingBloodPool\n{\nScale 0.09\n states\n {\n Spawn:\n Death:\n Crash:\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 Acs_executealways(373, 0, 0, 0, 0)//Check if is under a liquid\n\tTNT1 A 2\n\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n TNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverlava\", 1, \"Splash\")\n\tTNT1 A 0 A_CheckFloor(\"ShowUp\")\n\tGoto Splash\n\tShowUp:\n\tBPDL A 600\n\tTNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Splash\")\n\tLoop\nSplash:\nTNT1 A 0\nStop\n }\n}\n\nACTOR RedBloodFootPrintRight: GrowingBloodPool\n{\nScale 0.09\n states\n {\n Spawn:\n Death:\n Crash:\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 Acs_executealways(373, 0, 0, 0, 0)//Check if is under a liquid\n\tTNT1 A 2\n\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n TNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Splash\")\n\tTNT1 A 0 A_JumpIfInventory(\"IsOverlava\", 1, \"Splash\")\n\tTNT1 A 0 A_CheckFloor(\"ShowUp\")\n\tGoto Splash\n\tShowUp:\n\tBPDL A 600\n\tTNT1 A 0 A_JumpIfInventory(\"LowGraphicsMode\", 1, \"Splash\")\n\tLoop\nSplash:\nTNT1 A 0\nStop\n }\n}\n\nACTOR BootSmearerRed: GrowingBloodPool\n{\nMONSTER\n-SOLID\n+NOCLIP\n+THRUACTORS\n-COUNTKILL\n+LOOKALLAROUND\n-FRIENDLY\nRadius 0\nHeight 0\n states\n {\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n TNT1 A 1 A_Look\n Goto See\n\n See:\n TNT1 A 1 A_Chase(\"\",\"\")\n\tTNT1 A 0 A_Die(\"LookForPlayer\")\n Death:\n Death.LookForPlayer:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_JumpIfCloser(60, \"SmearBootsWithRedBlood\")\n\tStop\nSmearBootsWithRedBlood:\n\tTNT1 A 0 A_GiveToTarget(\"BootsSmearedWithRedBlood\", 8)\n\tBPDL A 0\n\tStop\n }\n}\n\nACTOR BootSmearerBlue: GrowingBloodPool\n{\nMONSTER\n-SOLID\n+NOCLIP\n+THRUACTORS\n-COUNTKILL\n+LOOKALLAROUND\n-FRIENDLY\nRadius 0\nHeight 0\n states\n {\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n TNT1 A 1 A_Look\n Goto See\n\n See:\n TNT1 A 1 A_Chase(\"\",\"\")\n\tTNT1 A 0 A_Die(\"LookForPlayer\")\n Death:\n Death.LookForPlayer:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_JumpIfCloser(60, \"SmearBootsWithRedBlood\")\n\tStop\nSmearBootsWithRedBlood:\n\tTNT1 A 0 A_GiveToTarget(\"BootsSmearedWithBlueBlood\", 8)\n\tBPDL A 0\n\tStop\n }\n}\n\nACTOR BootSmearerGreen: GrowingBloodPool\n{\nMONSTER\n-SOLID\n+NOCLIP\n+THRUACTORS\n-COUNTKILL\n+LOOKALLAROUND\n-FRIENDLY\nRadius 0\nHeight 0\n states\n {\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n TNT1 A 1 A_Look\n Goto See\n\n See:\n TNT1 A 1 A_Chase(\"\",\"\")\n\tTNT1 A 0 A_Die(\"LookForPlayer\")\n Death:\n Death.LookForPlayer:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_JumpIfCloser(60, \"SmearBootsWithRedBlood\")\n\tStop\nSmearBootsWithRedBlood:\n\tTNT1 A 0 A_GiveToTarget(\"BootsSmearedWithGreenBlood\", 8)\n\tBPDL A 0\n\tStop\n }\n}\n\nActor AnimuGore : Inventory//bloodammount_666 easter egg\n{\ninventory.maxamount 1\n}\n\nACTOR MancubusEyeballs //Eyeballs\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n\tScale 1.2\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tMANE Y 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t MANE Y 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n\t\tMANE Y 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}"
},
{
"source": "pk3",
"name": "M_BLOODSPLASH.txt",
"contents": "Actor BloodSplasherz : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SuperGoreSpawner\n{\n\tProjectile\n\t+RANDOMIZE\n\t+MISSILE\n+FORCEXYBILLBOARD\n // +BLOODSPLATTER\n +THRUACTORS\n Decal BloodSuper\ndamage 0\nradius 2\nheight 0\nspeed 10\nrenderstyle ADD\nalpha 0.9\nscale .15\ngravity 0.7\n-NOGRAVITY\nstates\n\t{\n\tSpawn:\n\t\t//TNT1 AAAAAAAA 3 A_SpawnItem(\"SuperGore\")\n\t\tStop\nDeath:\n Stop\nXDeath:\nTNT1 A 0\nStop\n\t}\n}\n\nActor SuperGoreSpawner2: SuperGoreSpawner\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAA 2 A_SpawnItem(\"SuperGore\")\n\t\tStop\n\t}\n}\n\nActor UltraGoreSpawner: SuperGoreSpawner\n{\nspeed 60\nstates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAA 1 A_SpawnItem(\"SuperGore\")\n\t\tStop\n\t}\n}\n\nactor SuperGore\n{\nDecal BloodSplat\n game Doom\n\tAlpha 0.6\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\nGravity 0.05\n +DontSplash\n-EXPLODEONWATER\n-ALLOWPARTICLES\n-NOGRAVITY\n+THRUACTORS\nScale 1.0\n states\n {\n Spawn:\n TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n BLER GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.01)\n\t\tstop\n SpawnUnderwater:\n TNT1 A 0\n TNT1 AA 0 A_CustomMissile (\"Underblood3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n Stop\n }\n}\n\nActor SuperGoreMist: SuperGore\n{\nScale 3.0\nSpeed 8\nGravity 0.3\n}\n\nActor SuperGoreMistSmall: SuperGore\n{\nScale 1.0\nSpeed 2\nGravity 0.1\n}\n\nActor SuperGoreMistTiny: SuperGore\n{\nScale 0.4\nSpeed 1\nGravity 0.1\n}\n\nactor BlueSuperGore: SuperGore\n{\n\tAlpha 0.4\ntranslation \"168:191=192:207\",\"16:47=240:247\"\n}\n\nactor BlueSuperGoreFast: SuperGore\n{\n\tAlpha 0.4\n\tSpeed 2\ntranslation \"168:191=192:207\",\"16:47=240:247\"\n}\n\nActor BlueSuperGoreSpawner: SuperGoreSpawner\n{\nspeed 20\nstates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAA 1 A_SpawnItem(\"BlueSuperGore\")\n\t\tStop\n\t}\n}\n\nactor GreenSuperGore: SuperGore\n{\ntranslation \"168:191=112:127\",\"16:47=120:127\"\n}\n\nActor GreenSuperGoreSpawner: SuperGoreSpawner\n{\nstates\n\t{\n\tSpawn:\n\t\tTNT1 AAAA 1 A_SpawnItem(\"GreenSuperGore\")\n\t\tStop\n\t}\n}\n\nACTOR StealthBloodLol\n{\n game Doom\n scale 1.1\n speed 6\n health 1\n radius 8\n height 1\n Gravity 0.8\n damage 0\n Renderstyle Translucent\n Alpha 0.7\n\tDamageType Blood\n\tDecal BloodSuper\n +MISSILE\n +NOTELEPORT\n +NOBLOCKMAP\n +THRUACTORS\n +BLOODLESSIMPACT\n +FORCEXYBILLBOARD\n +NODAMAGETHRUST\n +MOVEWITHSECTOR\n +CORPSE\n -DONTSPLASH\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //XDT1 ABCD 4// A_SpawnItem (\"BloodTr\",0,0,0,1)\n\t\tTNT1 A 1\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n \t //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n TNT1 A 0 A_SpawnItem (\"Brutal_Bloodspot\", 5)\n XDT1 EFGHIJK 0\n Stop\n }\n}\n\nactor BloodCloud\n{\ngame Doom\n scale 1.4\n mass 1\n renderstyle Translucent\n alpha 0.9\nDecal BloodSplat\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n+NOCLIP\n+FORCEXYBILLBOARD\n +DontSplash\n+MISSILE\n-NOGRAVITY\nSpeed 2\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //BTRL ABCD 4\nBLOD ABCDDEEFFF 4\n stop\nDeath:\nTNT1 A 0\nStop\n\n\tSplash:\n BLOD A 0\n stop\n\n }\n}\n\nACTOR BloodSplasher2\n{\n\tGame Doom\n damagefactor \"Trample\", 0.0\n\tDamageType Blood\n\tHealth 1\n\tRadius 1\n\tHeight 1\n Mass 1\n\t+NOCLIP\n\t+NOGRAVITY\n\t+ACTIVATEMCROSS\n +WINDTHRUST\n +NODAMAGETHRUST\n +PIERCEARMOR\n\t+BLOODLESSIMPACT\n\tDeathSound \"None\"\n\tStates\n\t{\n\tSpawn:\n BTRL A 1\n TNT1 A 0 A_Explode(3,200)\n Stop\n\t}\n}\n\nACTOR BloodSplasher3: BloodSplasher2\n{\n\tStates\n\t{\n\tSpawn:\n BTRL A 1\n TNT1 A 0 A_Explode(3,600)\n Stop\n\t}\n}\n\nactor SmallSuperGore\n{\nDecal BloodSplat\n game Doom\n\tAlpha 0.5\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n +DontSplash\n-EXPLODEONWATER\n-ALLOWPARTICLES\n+THRUACTORS\n+MISSILE\n+NOGRAVITY\nSpeed 16\nScale 2\n states\n {\n Spawn:\n TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n BLOD EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.03)\n\t\tstop\n SpawnUnderwater:\n TNT1 A 0\n TNT1 AA 0 A_CustomMissile (\"Underblood3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n Stop\n }\n}\n\nactor SmallSuperGore2: SmallSuperGore\n{\nAlpha 0.3\nScale 0.6\nSpeed 1\n}\n\nactor MediumSuperGore: SmallSuperGore\n{\nScale 2.0\nSpeed 4\n}\n\nactor GiantSuperGore: SmallSuperGore\n{\nScale 4.0\nSpeed 8\n}"
},
{
"source": "pk3",
"name": "M_BlueBlood.txt",
"contents": "actor Blue_Blood : Brutal_Blood\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 A_SpawnItem(\"BlueBloodHit\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density\n\t\tTNT1 A 2\n TNT1 AAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 A 0 A_CustomMissile (\"Blue_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n\n\t LotsofBlood:\n\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_CustomMissile (\"BlueSuperGore\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n\n\t AbsurdBlood:\n\t TNT1 A 1\n\t TNT1 A 0 A_JumpIfInventory(\"AnimuGore\", 1, \"AnimuGore\")\n\t TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 180))\n\t TNT1 AAAA 0 A_CustomMissile (\"BlueSuperGoreFast\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n\n\t AnimuGore:\n\t TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 180))\n\t TNT1 AA 0 A_CustomMissile (\"BlueSuperGoreFast\", 0, 0, random (0, 360), 2, random (0, 180))\n\t TNT1 A 0 A_CustomMissile (\"BlueSuperGoreSpawner\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n\n\t LowBlood:\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tStop\n }\n}\n\nactor Blue_FlyingBlood: Brutal_FlyingBlood\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n\nstates\n{\n Death:\n \t //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 1 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n XDT1 EFGHIJKL 3\n Stop\n}\n}\n\nactor BlueBloodTrails: BloodTr255\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\n-NOCLIP\nStates\n{\nSpawn:\nBLOD E 1\nLoop\nDeath:\nTNT1 A 0\nStop\n}\n}\n\nactor Blue_FlyingBloodTrail: BloodTr255\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\n}\n\nactor Blue_BloodSpot: Brutal_BloodSpot\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\nactor BlueBloodPool: GrowingBloodPool\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nstates\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT5 A 1\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n TNT1 A 0 A_SpawnItemEx (\"BootSmearerBlue\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT5 A 30\n TNT5 ABCDEFGHIJKLMNOP 5\n TNT5 QRSTUVWXYZ 5\n Live:\n TNT5 Z 900//duration\n TNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Splash\")\n loop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nactor BlueBloodHit: BloodHit\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\nACTOR BlueBloodFootPrintLeft: RedBloodFootPrintLeft\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\nACTOR BlueBloodFootPrintRight: RedBloodFootPrintRight\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\nactor BlueBloodMist : Blue_FlyingBlood\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\nactor BlueSawBlood : Blood\n{\nDecal BlueBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n-ALLOWPARTICLES\nMONSTER\n-FRIENDLY\n+NOTARGET\n-COUNTKILL\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nSpeed 0\n states\n {\n Spawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_Look\n See:\n\t\tTNT1 A 0 Radius_Quake (4, 4, 0, 2, 0)\n\t\tTNT1 A 0 A_PlaySOund(\"misc/xdeath4\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PowerBlueBloodOnVisor\", 1)\n TNT1 A 0 A_CustomMissile (\"BlueBloodMist\", 0, 0, random (0, 360), 2, random (30, 90))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //TNT1 A 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 1 A_Chase(\"\",\"\")\n\tMelee:\n\t\tTNT1 A 0 A_GiveToTarget(\"BloodSplasherz\", 1)\n\t\tTNT1 A 10\n stop\n\tSplash:\n BLOD A 0\n\t\tTNT1 AAA 0 A_CustomMissile (\"Underblood1\", 7, 0, random (0, 360), 2, random (30, 150))\n stop\n }\n}"
},
{
"source": "pk3",
"name": "M_CACODEMO.txt",
"contents": "//===========================================================================\n//\n// Cacodemon\n//\n//===========================================================================\nACTOR Cacodemon_ : Cacodemon Replaces Cacodemon\n{\n\tGame Doom\n bloodtype \"Blue_Blood\", \"BlueSawBlood\"\n +NOBLOODDECALS\n\tSpawnID 19\n GibHealth 25\n damagefactor \"Crush\", 10.0\n\tdamagefactor \"SSG\", 10.0\n\tRadius 31\n\tHeight 56\n\tMass 400\n\tSpeed 8\n\tHealth 320\n\tPainChance 128\n\tPainChance \"Kick\", 255\n\tPainChance \"Avoid\", 90\n\tPainChance \"Saw\", 255\n\tdamagefactor \"GibRemoving\", 0.0\n\tMonster\n\tScale 0.9\n\t+FLOAT +NOGRAVITY\n\tSeeSound \"caco/sight\"\n\tPainSound \"caco/pain\"\n\tDeathSound \"caco/death\"\n\tActiveSound \"caco/active\"\n\tdamagefactor \"TeleportRemover\", 0.0\n\tDamageFactor \"CauseObjectsToSplash\", 0.0\n\tObituary \"$OB_CACO\"\n\tHitObituary \"$OB_CACOHIT\"\n\tDropItem \"DemonStrengthRune\" 5\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n\t{\n\n\tPain.Avoid:\n\t TNT1 A 0\n\t TNT1 A 0 A_Jump(255, \"AvoidLeft\", \"AvoidRight\")\n\t Goto AvoidLeft\n\n\t AvoidLeft:\n\t HEAD A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)\n HEAD A 5 A_FaceTarget\n Goto Missile\n\tAvoidRight:\n\t HEAD A 1 A_FaceTarget\n\t TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)\n HEAD A 5 A_FaceTarget\n Goto Missile\n\n\tReplaceVanilla:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaCacoDemon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tStop\n Spawn:\n\t\tHEAD A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tHEAD A 1 A_Look\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"FatalityMarine\")\n\t\tGoto Stand\n\n\tStand:\n\t\tHEAD A 10 A_Look\n\t\tLoop\n\n\tSearchPlayer:\n\t TNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 40)\n\t\tHEAD A 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle - 30)\n\t\tHEAD A 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle + 30)\n\t\tHEAD A 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle + 30)\n\t\tHEAD A 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle - 30)\n\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\n\t\tTNT1 A 0 A_Jump(128, \"SearchPlayer\")\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tHEAD A 0 A_Wander\n\t\tHEAD A 2 A_Look\n\t\tGoto SearchPlayer\n\n\tSee:\n\t\tTNT1 A 0 A_CheckSight(\"See2\")\n\t\tHEAD A 2 A_Chase\n\t\tHEAD AA 2 A_Chase (\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfCloser(99, \"Melee\")\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 1)\n\t\tLoop\n\n\tSee2:\n\t\tHEAD AAAAAA 2 A_Chase\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 25, \"SearchPlayer\")\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\t\tHEAD AAAAAA 2 A_Chase\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 25, \"SearchPlayer\")\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"SearchPlayer\")\n\t\tGoto See\n\n\tMissile:\n\t TNT1 A 0 A_TakeInventory(\"EnemyMemory\", 30)\n\t TNT1 A 0 A_JumpIfCloser(140, \"Melee\")\n TNT1 A 0 A_Jump (198, 3)\n Goto Avoid\n TNT1 AAA 0\n\t\tHEAD B 4 A_FaceTarget\n\t\tHEAD C 4 A_FaceTarget\n\t\tHEAD D 4 BRIGHT A_CustomMissile(\"CacodemonBall\", 34, 0, 0, 0)\n\t\tGoto See\n\n\tMelee:\n\t\tHEAD B 4 A_Facetarget\n\t\tHEAD C 4 A_Recoil(-5)\n\t\tTNT1 A 0 A_CustomMissile(\"CacodemonBite\", 34, 0, 0, 0)\n\t\t//TNT1 A 0 A_JumpIfInventory(\"Fatality_Marine\", 1, \"FatalityMarine\")\n\t\tHEAD D 4\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"FatalityMarine\")\n\tGoto See\n\n\tPain:\n\t\tHEAD E 3\n\t\tHEAD E 3 A_Pain\n\t\tHEAD F 6\n\t\tGoto See\n\n\tPain.Kick:\n\tPain.HeavyImpact:\n TNT1 A 0 A_FaceTarget\n\t\tHEAD E 6 A_Recoil(5)\n\t\tHEAD E 6 A_Pain\n\t\tHEAD F 10\n\t\tGoto See\n\nPain:\n\t\tHEAD E 3\n\t\tHEAD E 3 A_Pain\n TNT1 A 0 A_Jump (128, 3)\n Goto Avoid\n TNT1 AAA 0\n\t\tHEAD F 6\n Goto See\n\n\tAvoid:\n NULL A 0 A_FaceTarget\n HEAD A 6 A_FastChase\n NULL A 0 A_FaceTarget\n HEAD A 6 A_FastChase\n NULL A 0 A_FaceTarget\n HEAD A 6 A_FastChase\n NULL A 0 A_FaceTarget\n HEAD A 6 A_FastChase\n\n\t\tHEAD B 5 A_FaceTarget\n\t\tHEAD C 5 A_FaceTarget\n\t\tHEAD D 5 BRIGHT A_HeadAttack\n\t\t Goto See\n\n Death.Shotgun:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfCloser(500, \"Death.Brutal\")\n\tGoto Death\n\n\tDeath:\n\t\tHEAD G 3 A_Scream\n\t\tHEAD H 3 A_NoBlocking\n TNT1 AAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n HEAD IJK 4\n\t\tTNT1 A 0 A_SpawnItem (\"BlueBloodPool\", 1)\n\t\tHEAD L -1\n TNT1 A 0 A_SpawnItem (\"DeadCacoDemon1\", 1)\n Stop\n\n\tDeathlulz:\n\t\tH3D2 A 6 A_Scream\n\t\tH3D2 B 6 A_NoBlocking\n\t\tH3D2 CD 6\n TNT1 AAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n H3D2 E 6\n\t\tTNT1 A 0 A_SpawnItem (\"BlueBloodPool\", 1)\n\t\tH3D2 F -1\n TNT1 A 0 A_SpawnItem (\"DeadCacoDemon1\", 1)\n Stop\n\n\t Death.Fatality:\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto Death.SSG\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_Jump(128,5)\n TNT1 A 0 A_GiveToTarget(\"CacoDemonFatality\", 1)\n Stop\n TNT1 AAAAAAA 0\n TNT1 A 0 A_GiveToTarget(\"CacoDemonFatality2\", 1)\n TNT1 A 1\n TNT1 A 0\n\t\tStop\n\n\tDeath.saw:\n TNT1 A 0 A_SetFloorClip\n TNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 47, 0, random (0, 360), 2, random (30, 150))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath6\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"CacoXDeath7\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tHEDC AB 9\n\t\tTNT1 A 0 A_SpawnItem (\"BlueBloodPool\", 1)\n\t\tHEDC C -1\n TNT1 A 0 A_SpawnItem (\"SawedCacodemon\", 1)\n Stop\n\n\tDeath.cut:\n\t\tTNT1 O 0 A_Jump(180, 2)\n\t\tGoto Death\n TNT1 A 0 A_SetFloorClip\n TNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"RipCaco\", 0, 0, random (0, 360), 2, random (0, 160))\n CCD3 A 6\n\t\tTNT1 A 0 A_SpawnItem (\"BlueBloodPool\", 1)\n\t\tCCD3 B -1\n TNT1 A 0 A_SpawnItem (\"DeadHalfCacoDemon\", 1)\n Stop\n\tDeath.cutless:\n\t\tTNT1 O 0 A_Jump(64, 2)\n\t\tGoto Death.Brutal\n TNT1 A 0 A_SetFloorClip\n TNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"RipCaco\", 0, 0, random (0, 360), 2, random (0, 160))\n CCD3 A 6\n\t\tTNT1 A 0 A_SpawnItem (\"BlueBloodPool\", 1)\n\t\tCCD3 B -1\n TNT1 A 0 A_SpawnItem (\"DeadHalfCacoDemon\", 1)\n Stop\n\n\tDeath.Brutal:\n\tTNT1 A 0 A_SetFloorClip\n TNT1 A 0 A_SetFloorClip\n\tTNT1 A 0 A_Scream\n\tTNT1 O 0 A_NoBlocking\n\tTNT1 AAAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 47, 0, random (0, 360), 2, random (30, 150))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath6\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"CacoXDeath7\", 50, 0, random (0, 360), 2, random (0, 160))\n\tCCD1 A 0\n\tTNT1 A 0 A_SpawnItem(\"BrutalizedCacodemon1\")\n\tStop\n\n\tDeath.SuperPlasma:\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tEXPL AAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n CACB A 10 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))\n CACB A 0 A_CustomMissile (\"XDeathBurnedBlueMeat1\", 0, 0, random (0, 360), 2, random (0, 160))\n CACB A 0 A_CustomMissile (\"XDeathBurnedBlueMeat2\", 0, 0, random (0, 360), 2, random (0, 160))\n CACB BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 8 A_CustomMissile (\"PlasmaSmoke\", 16, 0, random (0, 180), 2, random (0, 180))\n CACB B -1\n Stop\n\n Death.fire:\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n TNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"BurningCacoDemon\")\n Stop\n\n\tDeath.ExplosiveImpact:\n\tDeath.Explosives:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"CacoXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\n\tDeath.SSG:\n\tTNT1 A 0\n\tCCD3 A 1 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Scream\n\tTNT1 AAAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 50, 0, random (160, 200), 2, random (0, 50))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath2\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath1\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath3\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath4\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 AA 0 A_CustomMissile (\"CacoXDeath5\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 AAAA 0 A_CustomMissile (\"CacoXDeath6\", 50, 0, random (160, 200), 2, random (20, 40))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"CacoXDeath7\", 50, 0, random (160, 200), 2, random (20, 40))\n\tCCD3 A 6 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem (\"BlueBloodPool\", 1)\n\tCCD3 B -1\n\tStop\n\n\tRaise:\n\t\tTNT1 A 2 A_CustomMissile (\"RealFlameTrailsSmall\", 6, 0, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"PentagramSpawner\", 0, 60)\n\t\tTNT1 A 2 A_CustomMissile (\"RealFlameTrailsSmall\", 6, 0, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"PentagramSpawner\", 0, 60)\n\t\tTNT1 A 0 A_SpawnItem(\"TeleportFog\")\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"CacoDemon_\")\n\t\tStop\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS2 B 5\n\t\tTNT1 A 0 A_SpawnItem (\"BlueBloodPool\", 1)\n CRS2 B -1\n Stop\n\n Pain.KillMe:\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"CacoDemon\")\n Stop\n\nFatalityMarine:\n TNT1 A 0 A_SetInvulnerable\n CFPF A 1\n\t TNT1 A 0 A_PlaySound(\"DSFDTHE\")\n CFPF A 10\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"BrainBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\n\t CFPF B 9\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"BrainBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\t CFPF C 9\n\n\t \t CFPF B 9\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"BrainBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\t CFPF C 9\n\n\t \t CFPF B 9\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"BrainBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\t CFPF C 9\n\n\t CFPF B 9\n\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"BrainBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n\t CFPF C 9\n TNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\",1)\nTNT1 A 0 A_SpawnItem (\"PlayerJustGotCutInHalf\", 1)\nTNT1 A 0 A_UnSetInvulnerable\nGoto See\n\nDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenCacodemon\")\n\tStop\n\nDeath.Massacre:\n\tGoto Death\n\n\t}\n}\n\n//===========================================================================\n//\n// Cacodemon plasma ball\n//\n//===========================================================================\nACTOR CacodemonBall_ Replaces CacodemonBall\n{\n\tGame Doom\n\tSpawnID 126\n\tRadius 6\n\tHeight 6\n\tSpeed 14\n\tFastSpeed 18\n\tDamage (random(20,25))\n\tProjectile\n\t+RANDOMIZE\n\t+THRUGHOST\n\tRenderStyle Add\n\tAlpha 1\n damagetype Plasma\n\tSeeSound \"caco/attack\"\n\tDeathSound \"caco/shotx\"\n\tDecal \"Scorch\"\n\tStates\n\t{\n\tSpawn:\n\t\tBAL2 AA 2 BRIGHT A_SpawnItem(\"RedFlareMedium\",0,0)\n\t\tBAL2 BB 2 BRIGHT A_SpawnItem(\"BlueFlareMedium\",0,0)\n\t\tLoop\n\tDeath:\n TNT1 AAAA 0 A_CustomMissile (\"ShoqueAzul\", 3, 0, random (0, 360), 2, random (0, 360))\n\t\tBAL2 CDE 6 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR Shoque\n{\n\tGame Doom\n\tRadius 1\n\tHeight 1\n\tSpeed 2\n\tDamage 0\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n\tRenderStyle Add\n Scale 0.7\n\tGravity 0\n\tAlpha 0.5\n\tStates\n\t{\n Spawn:\n TNT1 A 1\n SHOQ ABCDEFG 1 BRIGHT\n Stop\n\t}\n}\n\nACTOR ShoqueAzul\n{\n\tGame Doom\n\tRadius 1\n\tHeight 1\n\tSpeed 3\n\tDamage 0\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n\tRenderStyle Add\n Scale 1.0\n\tGravity 0\n\tStates\n\t{\n Spawn:\n TNT1 A 1\n SH1K ABCDEFG 2 BRIGHT\n Stop\n\t}\n}\n\nACTOR CacoXdeath1\n{\ntranslation \"168:191=192:207\"\n Radius 8\n Height 8\n Speed 9\n Scale 1.1\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +RIPPER\n +BLOODLESSIMPACT\nDecal BlueBloodSplat\ndamagetype Blood\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BlueBloodSplat\n States\n {\n Spawn:\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP1 A 4 A_CustomMissile(\"BlueBloodTrails\",0,0,180,2)\n Loop\n Death:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP1 B 2002\n Stop\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR CacoXdeath2: CacoXDeath1\n{\n SeeSound \"misc/xdeath3\"\n DeathSound \"misc/xdeath1\"\n States\n {\n Spawn:\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP1 A 4 A_CustomMissile(\"BlueBloodTrails\",0,0,180,2)\n Loop\n Death:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP1 C 2002\n Stop\n TNT1 A 1\n }\n}\n\nACTOR CacoXdeath3: CacoXDeath1\n{\n SeeSound \"misc/xdeath3\"\n DeathSound \"misc/xdeath1\"\n\tScale 0.9\n States\n {\n Spawn:\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP2 A 4 A_CustomMissile(\"BlueBloodTrails\",0,0,180,2)\n Loop\n Death:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP2 B 2002\n Stop\n TNT1 A 1\n }\n}\n\nACTOR CacoXdeath4: CacoXDeath1\n{\n SeeSound \"misc/xdeath3\"\n DeathSound \"misc/xdeath1\"\n\tScale 0.9\n States\n {\n Spawn:\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP2 A 4 A_CustomMissile(\"BlueBloodTrails\",0,0,180,2)\n Loop\n Death:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP2 C 2002\n Stop\n TNT1 A 1\n }\n}\n\nACTOR CacoXdeath5: CacoXDeath1\n{\n SeeSound \"misc/xdeath3\"\n DeathSound \"misc/xdeath1\"\n States\n {\n Spawn:\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP3 A 4 A_CustomMissile(\"BlueBloodTrails\",0,0,180,2)\n Loop\n Death:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP3 B 2002\n Stop\n TNT1 A 1\n }\n}\n\nACTOR CacoXdeath6: CacoXDeath1\n{\nScale 1.3\nGravity 0.6\n States\n {\n Spawn:\n TNT1 AAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP4 ABCDEFG 4 A_CustomMissile(\"BlueBloodTrails\",0,0,180,2)\n Loop\n Death:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP4 H 2002\n Stop\n }\n}\n\nACTOR CacoXdeath7: CacoXDeath1\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BlueBloodSplat\nScale 0.9\nSpeed 16\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, \"Spawn2\")\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP5 C 4 A_CustomMissile(\"BlueBloodTrails\",0,0,180,2)\n Loop\n\tSpawn2:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CCP5 D 4 A_CustomMissile(\"BlueBloodTrails\",0,0,180,2)\n Loop\n Death:\n\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, \"Death2\")\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP5 A 2002\n Stop\n\t Death2:\n\tTNT1 A 0\n TNT1 A 0 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n CCP5 B 2002\n Stop\n }\n}\n\nACTOR HalfCacodemon\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n\t+DOOMBOUNCE\n +MOVEWITHSECTOR\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BlueBloodSplat\n\tBounceFactor 0.5\n\tScale 0.9\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tCACX ABCDEFGH 2 A_CustomMissile(\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tLoop\n\tDeath:\n\t CACX I -1\n\t\tStop\n }\n}\n\nActor DeadCacoDemon1: CurbstompedMarine\n{\n Radius 12\n Height 24\n Scale 0.9\n +SHOOTABLE\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n bloodtype \"Blue_Blood\"\n bloodcolor darkblue\n Mass 1000\n Health 200\n damagefactor \"Blood\", 0.0\n damagefactor \"Trample\", 0.0\nStates\n {\n Spawn:\n\t\tH3D2 E -1\n Stop\n\tRaise:\n\t\tTNT1 A 2 A_CustomMissile (\"RealFlameTrailsSmall\", 6, 0, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"PentagramSpawner\", 0, 60)\n\t\tTNT1 A 2 A_CustomMissile (\"RealFlameTrailsSmall\", 6, 0, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"PentagramSpawner\", 0, 60)\n\t\tTNT1 A 0 A_SpawnItem(\"TeleportFog\")\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"CacoDemon_\")\n\t\tStop\n Death:\n \t TNT1 AAAA 0 A_CustomMissile (\"CacoXDeath7\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\tDeath.cut:\n\t\tTNT1 O 0 A_Jump(180, 2)\n\t\tGoto Death\n TNT1 A 0 A_SetFloorClip\n TNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"RipCaco\", 0, 0, random (0, 360), 2, random (0, 160))\n CACL A 1\n TNT1 A 0 A_SpawnItem (\"DeadHalfCacoDemon\", 3)\n Stop\n\tDeath.cutless:\n\t\tTNT1 O 0 A_Jump(180, 2)\n\t\tGoto Death\n TNT1 A 0 A_SetFloorClip\n TNT1 A 0 A_SetFloorClip\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"RipCaco\", 0, 0, random (0, 360), 2, random (0, 160))\n CACL A 1\n TNT1 A 0 A_SpawnItem (\"DeadHalfCacoDemon\", 3)\n Stop\n Death.Plasma: Death.Plasma2:\n TNT1 O 0 A_Jump(220, 2)\n\t\tGoto Death\n TNT1 A 0\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tEXPL AAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n CACB A 10 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))\n CACB A 0 A_CustomMissile (\"XDeathBurnedBlueMeat1\", 0, 0, random (0, 360), 2, random (0, 160))\n CACB A 0 A_CustomMissile (\"XDeathBurnedBlueMeat2\", 0, 0, random (0, 360), 2, random (0, 160))\n CACB BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 8 A_CustomMissile (\"PlasmaSmoke\", 16, 0, random (0, 180), 2, random (0, 180))\n CACB B -1\n Stop}}\n\nActor DeadHalfCacoDemon: DeadCacoDemon1\n{Health 200 States{Spawn:\n CACL A -1\n Stop\n Death.Cut: Death.Cutless:\t Death:\nTNT1 AAAA 0 A_CustomMissile (\"CacoXDeath7\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tStop}}\n\n\tActor SawedCacoDemon: DeadCacoDemon1\n{Health 200 States{Spawn:\n HEDC C -1\n Stop\n Death.Cut: Death.Cutless:\t Death:\nTNT1 AAAA 0 A_CustomMissile (\"CacoXDeath7\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tStop}}\n\nACTOR CacodemonBite: ImpAttack\n{\n +THRUGHOST\n\tDamageType HKFT\n Damage 5\n}"
},
{
"source": "pk3",
"name": "M_CapturedMarine.txt",
"contents": "ACTOR CapturedMarine: SwitchableDecoration Replaces Blursphere\n{\n Radius 24\n Height 48\n Speed 0\n Health 300\n\tScale 1.0\n\tDecal BloodSuper\n +SHOOTABLE\n\t+FLOORCLIP\n +SOLID\n\t+FRIENDLY\n\t-COUNTKILL\n\t+FLOORCLIP\n Painchance 255\n DamageType Taunt\n damagefactor \"Trample\", 0.0\n damagefactor \"Cut\", 10.0\n damagefactor \"Taunt\", 0.0\n damagefactor \"headcut\", 0.0\n damagefactor \"KillMe\", 0.0\n damagefactor \"Fatality\", 99.0\n damagefactor \"Melee\", 99.0\n damagefactor \"Kick\", 99.0\n\tdamagefactor \"GibRemoving\", 0.0\n\tdamagefactor \"TeleportRemover\", 0.0\n\tDamageFactor \"CauseObjectsToSplash\", 0.0\n\tDeathSound \"*death\"\n\tPainSound \"*pain50\"\n BloodType \"Brutal_Blood\"\n\t+USESPECIAL\n\tActivation THINGSPEC_Activate\n\tDropItem \"PoleWithNothing\" 255\n\tMass 999999\n\tSpeed 0\n States\n {\n Spawn:\n\t TNT1 A 0 A_Stop\n\t\tMARN A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop\n\t\tTNT1 A 1\n\t\tGoto Spawn1\n\tDM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"SuperBlursphere\")\n\t\tTNT1 A 5000\n\t\tLoop\n\n\tSpawn1:\n TNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\tCAPT A 1 A_Stop\n CAPT ABCB 15 A_Stop\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle3\", 50, 0, 0, 2, 90)\n TNT1 A 0 A_SpawnItem (\"KillMe\")\n Loop\n\n Spawn2:\n CAPT A 5\n Goto Spawn1\n\n SetFree:\n Death.Cut:\n Death.Melee:\n\tDeath.SuperPunch:\n Death.Fatality:\n Death.Kick:\n\tActive:\n\t\tTNT1 A 0 A_Playsound (\"TAUNT\")\n\t\tTNT1 A 0 A_ChangeFLag (\"NOPAIN\", 1)\n CAPT F 12\n TNT1 A 0 A_NoBlocking\n //TNT1 A 0 A_SpawnItem(\"Ally\")\n\t\tTNT1 A 0 A_GiveToTarget(\"NumberOfAllies\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"RandomMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n CAPT N 1\n\t\tTNT1 A 0 A_ChangeFLag (\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag (\"SOLID\", 0)\n CAPT N 0\n Stop\nPain:\nPain.Blast:\nPain.ExplosiveImpact:\nPain.Explosive:\nPain.Bullet:\nPain.SSG:\nPain.CutLess:\nPain.ImpFatalityMarine:\nPain.Rip:\n CAPT P 1\n\t\tTNT1 A 0 A_Stop\n CAPT P 5 A_Pain\n\t\tTNT1 A 0 A_Stop\n Goto Spawn\nDeath:\n\tDeath.Bullet:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tPLAY H 10 A_PlayerScream\n\n\t\tPLAY I 10 A_NoBlocking\n\t\tPLAY J 10\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n\t\tPLAY KLM 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPLAY N -1\n\t\tStop\n\n Death.Eat:\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL1 A 10 A_XScream\n XPL1 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n XPL1 CDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL1 E -1\n Stop\n\n Death.Cut:\n\tDeath.Saw:\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Slime:\n TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_NoBlocking\n TNT1 A -1\n Stop\n\n Death.CutLess:\n TNT1 A 0 A_Jump (128, 3)\n Goto Death\n TNT1 AAA 0\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Rip:\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 A 10 A_XScream\n TNT1 AAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 D 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 E 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL3 F -1\n Stop\n\tDeath.Massacre:\n\tDeath.Explosives:\n\tXDeath:\n\t\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n TNT1 A 0 A_CustomMissile (\"MarineXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n MHEA A 7 A_XScream\n MHEA B 7 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n MHEA CD 7\n MHEA E -1\n\t\tStop\n\n\t Crush:\n\t Death.Stomp:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tStop\n\n\tDeath.Blast:\n\tDeath.SuperPunch:\n\tDeath.SSG:\n\t PLAY O 2 A_FaceTarget\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n PLAY OPQRSTU 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n PLAY U -1\n Stop\n\n Death.Rape:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 A 20 A_XScream\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 C 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 D 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 E 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 F 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL4 F -1\n Stop\n\n Death.plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 1\n TNT1 A -1\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.burn:\n\t PBUR A 1\n PBUR A 1 A_Scream\n PBUR A 1 A_NoBlocking\n\t TNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n PBUR AAAABBBBCCCC 2 A_CustomMissile (\"SmallFlameTrails\", 32, 0, random (0, 180), 2, random (0, 180))\n\t PBUR DDDDEEEE 2 A_CustomMissile (\"SmallFlameTrails\", 16, 0, random (0, 180), 2, random (0, 180))\n PBUR EEEEE 4 A_CustomMissile (\"SmallFlameTrails\", 8, 0, random (0, 180), 2, random (0, 180))\n\t\tPBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n PBUR E -1\n Stop\n\n Death.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n BURN W 6 A_Scream\n BURN X 6 A_NoBlocking\n\t TNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n BUR2 ABCD 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN FGHIJKL 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN MNOPQRSTUV 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN V -1\n Stop\n\n\t Death.ExplosiveImpact:\n\t\tNULL A 0 ThrustThingZ(0,30,0,1)\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n NULL AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_XScream\n XPL6 A 5\n\t\tNULL A 0 A_NoBlocking\n XPL6 BCDE 5\n XPL6 F -1\n Stop\n\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n\n Death.HKFT:\n\tDeath.BHFT:\n\tDeath.RVFT:\n\t\tTNT1 A 1 A_PlayerScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n TNT1 A 0 A_GiveToTarget(\"Curbstomp_Marine\",1)\n\t\tTNT1 A -1\n Stop\n\n Death.FatalityMarine:\n\t\tTNT1 A 1 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 1 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n TNT1 A 0 A_GiveToTarget(\"Fatality_Marine\",1)\n\t\tTNT1 A -1\n Stop\n }\n}\n\nactor KillMe\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType KillMe\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\n+FORCERADIUSDMG\n-BLOODSPLATTER\n+BLOODLESSIMPACT\nPROJECTILE\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\nStates\n{\nSpawn:\nTNT1 A 0\n TNT1 A 0 A_Explode(3,500)\nStop\n }\n}\n\nactor KillMeSmall: KillMe\n{\nStates\n{\nSpawn:\nTNT1 A 0\n TNT1 A 0 A_Explode(3,400)\nStop\n }\n}\n\nACTOR MarineSurvivor2: Marine 8756\n{\nSpeed 5\nHealth 6\n\tStates\n\t{\n Spawn:\n PLAY A 0\n TNT1 A 0 A_CheckSight(\"Spawn2\")\n PLAY A 0\n //TNT1 A 0 A_SpawnItem (\"GiantKillMe\")\n PLAY A 1 A_Chase\n Goto See\n\n Spawn2:\n PLAY A 1\n Goto Spawn\n\t}\n}\n\nACTOR MarinePunch: BaronBall\n{\n\tRadius 10\n\tHeight 18\n\tDamageType HelperMarineFatallity\n\tProjectile\n\t+RANDOMIZE\n Damage 10\n\t+FORCEXYBILLBOARD\n +THRUGHOST\n +BLOODSPLATTER\n\tRenderStyle Add\n\tAlpha 0.6\n\tHitObituary \"$OB_IMPHIT\"\n Obituary \"$OB_IMPHIT\"\n\t+DONTHURTSPECIES\n\n\tSeeSound \"None\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n Speed 20\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 4 BRIGHT\n\t\tStop\n\tDeath:\n TNT1 A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR MarineGivingHealth\n{\nMONSTER\n-COUNTKILL\n+SOLID\n-SHOOTABLE\n+MISSILEMORE\n+MISSILEEVENMORE\nHealth 99999\nRadius 16\nHeight 52\nSpeed 0\nMeleeRange 28\n\tStates\n\t{\n\tSpawn:\n\tMR8S A 1 A_Look\n\tTNT1 A 0 A_CheckSight(\"GiveHealth\")\n\tTNT1 A 0 A_PlaySound(\"MRNGI2\")\n\tGoto See\n\n\tSee:\n\t\tMR8S AAAAABBBBB 5 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"GiveHealth\")\n\t\tLoop\n\n\tMissile:\n\tGiveHealth:\n\tMR8S A 1 A_FaceTarget\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItemEx(\"Stimpack\", 30, 0)\n\tTNT1 A 0 A_SpawnItem(\"Marine_Rifle\")\n\tStop\n}\n}\n\nACTOR BlurSphere2: BlurSphere //Replaces BlurSphere\n{\n-COUNTITEM\n\tStates\n\t{\n\tSpawn:\n\t\tPINS A 2 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"CapturedMarine\")\n\t\tStop\n\t}\n}\n\nActor PoleWithNothing\n{\n+NOBLOCKMAP\nMass 99999999\nStates\n{\nSpawn:\n TNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_SpawnItem(\"PoleWithNothing2\", 0, -40)\n Stop\n}}\n\nActor PoleWithNothing2\n{\n+NOBLOCKMAP\nMass 99999999\nStates\n{\nSpawn:\n CAPT N 1 A_Stop\n CAPT N -1\n Stop\n}}\n\nactor MonsterSightAlert\n{\nMONSTER\n+THRUACTORS\nHealth 1\nDamageType \"Alert\"\n+SHOOTABLE\n+NOPAIN\n+MISSILE\nRadius 1\nHeight 1\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0\nTNT1 A 0 A_Explode(2,500, 0)\nTNT1 A 1\nStop\nDeath:\nTNT1 A 0\nStop\n }\n}\n\nActor OrderTitle1\n{\n Height 1\n Radius 1\n Mass 0\n +Missile\n +NoBlockMap\n +NoGravity\n +DontSplash\n +FORCEXYBILLBOARD\n +THRUACTORS\n +GHOST\n +THRUGHOST\n RenderStyle Add\n Scale 0.2\n Speed 1\n States\n {\n Spawn:\n CMMN A 2 BRIGHT\n\tCMMN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.04)\n Stop\n }\n}\n\nActor OrderTitle2: OrderTitle1\n{\n States\n {\n Spawn:\n CMMN B 2 BRIGHT\n\tCMMN BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 Bright A_FadeOut(0.04)\n Stop\n }\n}\n\nActor OrderTitle3: OrderTitle1\n{\n States\n {\n Spawn:\n CMMN C 2 BRIGHT\n\tCMMN CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 Bright A_FadeOut(0.04)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "M_ChaingunMarine.txt",
"contents": "ACTOR PrePlacedMarineMinigun Replaces MarineChaingun\n{\n States\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx (\"Marine_MinigunSpawn\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tStop\n }\n}\n\nActor NumberOfAlliesMinigun : Inventory\n{\ninventory.maxamount 5\n}\n\nActor MarinesMinigunDispenser : Inventory\n{\ninventory.maxamount 5\n}\n\nACTOR Marine_Minigun1PathfinderNew: Marine1Pathfinder\n{\n-FRIENDLY\n\tSpeed 4\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\tGoto See\n\tPain:\n See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0,98)\n\t\tTNT1 AAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t//TNT1 A 0 Thing_Hate(98, 264, 0)\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 0 A_SpawnItem(\"MarineSpawnChecker\")\n\t\tTNT1 A 1 A_FaceTarget\n\t\tLoop\n\tDeath:\n\tMissile:\n\t\tTNT1 A 0\n\t TNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"Marine_Minigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"MarineAdd\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"TeleportFog\")\n\t\tStop\n\t}\n}\n\nACTOR Marine_MinigunSpawn: RedTorch\n{\n Radius 10\n Height 48\n\tMONSTER\n\t-SHOOTABLE\n\t-COUNTKILL\n\t-FRIENDLY\n\tStates\n {\n Spawn:\n\t PL42 A 10\n\t\tPL42 A 1 A_CheckSight(\"DontSpawn\")\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_Look\n\tSee:\n\t\tTNT1 A 0 A_GiveToTarget(\"NumberOfAlliesMinigun\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_Minigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n Stop\n\tDontSpawn:\n\t PL42 A 1\n\t\tGoto Spawn\n }\n}\n\nACTOR Marine_Minigun: Marine_Rifle\n{\n\t//Translation \"152:159=[64,64,64]:[0,0,0]\", \"128:143=[80,80,80]:[0,0,0]\", \"112:127=[174,0,0]:[49,0,0]\", \"48:79=64:79\"\n\tScale 1.05\n\tDropItem \"Mini_Gun\"\n\tStates\n\t{\n\tActive:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"MarineGuard\", 2)\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle2\", 50, 0, 0, 2, 90)\n\t\tPL42 A 30\n\t\tTNT1 A 0 A_ChangeFLag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MinigunMarineGuarding\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")\n\t\tPL42 A 1 A_Look\n\t\tGoto See\n\n\tForgetTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\n\tSee:\n\t\t//TNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality3\", 1, \"FatalityZombieman\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RevenantFatality\", 1, \"FatalityRevenant\")\n\t\t//NULL A 0 A_JumpIfInventory(\"ComandoFatality\", 1, \"FatalityComando\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 AA 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 0)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_CheckSight(\"ForgetTarget\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tTNT1 A 0 A_CheckSight(\"FollowPLayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\n\t\tPL42 AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tGoto See\n\tBecomeEnemy23:\n\t\tPL42 A 1\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tGoto FollowPlayer\n\n\tFollowPlayer:\n\t TNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t TNT1 A 0 A_JumpIfCloser(150, \"Waits\")\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tPL42 A 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tPL42 AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPL42 DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"See\")\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tLoop\n\n\tCheckRangeToWait:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"Waits\")\n\t\tGoto FollowPLayer\n\n\tCheckIfPlayerSee:\n\t\tTNT1 A 0\n\t\tPL42 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_FastChase\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\t////TNT1 A 0 Thing_Hate(94, 0, 0)\n\t\tTNT1 A 0 A_JumpIfCloser(800, 2)\n\t\tGoto Pathfind\n\t\tTNT1 AAA 0\n\t\tGoto FollowPlayer\n\n\tPathfind:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_JumpIFInTargetInventory(\"IsPLayer\", 1, 1)\n\t\tGoto FollowPLayer\n\t\t//TNT1 A 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_Noblocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_MinigunPathfinder\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tWaits:\n\t\tPL42 H 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, 2)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"BecomeEnemy23\")\n\t\tTNT1 A 0 A_Jump(32, \"Waits2\")\n\t\tTNT1 A 0 A_Jump(32, \"Waits3\")\n\n\t\tPL42 H 8 A_Stop\n\t\tPL42 E 8 A_Stop\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tMARN D 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tPL42 E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tGoto FollowPlayer\n\n\tWaits2:\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tPL42 E 8 A_Stop\n\t\tTNT1 A 0 A_PlaySound(\"MRNWT\", 2)\n\t\tPL42 H 8 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tMARN D 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tPL42 E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Waits\")\n\t\tGoto FollowPLayer\n\n\tWaits3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Clip2\", 50, 3)\n\t\tGoto GiveAmmo\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tPL42 E 8 A_Stop\n\t\tTNT1 A 0 A_PlaySound(\"MRNWC\", 2)\n\t\tPL42 H 8 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tMARN D 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tPL42 E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Waits\")\n\t\tGoto FollowPLayer\n\n\tGiveAmmo:\n\t\tTNT1 A 0\n\t\tPL42 A 10 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"MRNGI1\")\n\t\tPL42 I 30\n\t\tTNT1 A 0 A_GiveToTarget(\"Clip2\", 100)\n\t\t//TNT1 A 0 A_SpawnItemEx(\"Stimpack\", 40, 0)\n\t\tGoto Waits\n\n\tMissile:\n //PL42 E 1\n\t\tTNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"KillMeSmall\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsABaronOfHell\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMancubus\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Retreat\")\n\t\tTNT1 A 0 A_PlaySound(\"MRNAT\", 2)\n\n\tMissile2:\n\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tGoto See\n\n\tStrafeLeft:\n\t\tPL42 A 3 A_FaceTarget\n\t\tPL42 B 3 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tPL42 C 3 A_FaceTarget\n\t\tPL42 D 3 ThrustThing(angle*256/360+192, 3, 0, 0)\n Goto Missile2\n\n\tStrafeRight:\n\t\tPL42 A 3 A_FaceTarget\n\t\tPL42 B 3 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tPL42 C 3 A_FaceTarget\n\t\tPL42 D 3 ThrustThing(angle*256/360+64, 3, 0, 0)\n Goto Missile2\n\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(500, \"Retreat\")\n\tPain.Avoid:\n\t\tTNT1 A 0 A_Jump(256, \"StrafeLeft\", \"StrafeRight\")\n\t\tGoto StrafeLeft\n\n\tRetreat:\n TNT1 A 0\n\t\tPL42 A 3 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(5)\n\t\tPL42 B 3\n TNT1 A 0 A_Recoil(5)\n\t\tPL42 CD 3 A_FaceTarget\n\t\tGoto MIssile2\n\n\tAttackMelee:\n\t\tTNT1 A 0\n\t\tPLAM A 4 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-4)\n\t\tPLAM A 1 A_FaceTarget\n\t\tPLAM B 4 A_CustomMissile(\"MarinePunch\",40,0,0,0)\n\t\tPLAM B 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZombiemanFatality3\", 1, \"FatalityZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality3\", 1, \"FatalityImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RevenantFatality\", 1, \"FatalityRevenant\")\n\t\tGoto See\n\n\tPain:\n\t PL42 G 3\n\t\tTNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 0)\n\t\tPL42 G 3 A_Pain\n\t\tGoto FollowPlayer\n\n\tDeath:\n\tDeath.Bullet:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tPL42 H 10 A_PlayerScream\n\n\t\tPL42 I 10 A_NoBlocking\n\t\tPL42 J 10\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tPL42 KLM 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPL42 N -1\n\t\tStop\n\n Death.Eat:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n XPL1 A 10 A_XScream\n XPL1 B 20 A_NoBlocking\n XPL1 CDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL1 E -1\n Stop\n\n Death.Cut:\n\tDeath.Saw:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Slime:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_NoBlocking\n TNT1 A -1\n Stop\n\n Death.CutLess:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_Jump (128, 3)\n Goto Death\n TNT1 AAA 0\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Rip:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 A 10 A_XScream\n TNT1 AAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 D 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 E 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL3 F -1\n Stop\n\tDeath.Massacre:\n\tDeath.Explosives:\n\tXDeath:\n\t\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_CustomMissile (\"MarineXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n MHEA A 7 A_XScream\n MHEA B 7 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n MHEA CD 7\n MHEA E -1\n\t\tStop\n\n\t Crush:\n\t Death.Stomp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tStop\n\n\tDeath.Blast:\n\tDeath.SuperPunch:\n\tDeath.SSG:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t PL42 O 2 A_FaceTarget\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PL42 OPQRSTU 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n PL42 U -1\n Stop\n\n Death.Rape:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tXPL4 A 20 A_XScream\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 C 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 D 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 E 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 F 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL4 F -1\n Stop\n\n Death.plasma:\n TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 1\n TNT1 A -1\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.burn:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t PBUR A 1\n PBUR A 1 A_Scream\n PBUR A 1 A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n PBUR AAAABBBBCCCC 2 A_CustomMissile (\"SmallFlameTrails\", 32, 0, random (0, 180), 2, random (0, 180))\n\t PBUR DDDDEEEE 2 A_CustomMissile (\"SmallFlameTrails\", 16, 0, random (0, 180), 2, random (0, 180))\n PBUR EEEEE 4 A_CustomMissile (\"SmallFlameTrails\", 8, 0, random (0, 180), 2, random (0, 180))\n\t\tPBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n PBUR E -1\n Stop\n\n Death.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n BURN W 6 A_Scream\n BURN X 6 A_NoBlocking\n\t TNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n BUR2 ABCD 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN FGHIJKL 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN MNOPQRSTUV 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN V -1\n Stop\n\n\t Death.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tNULL A 0 ThrustThingZ(0,30,0,1)\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n NULL AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tNULL A 0 A_XScream\n XPL6 A 5\n\t\tNULL A 0 A_NoBlocking\n XPL6 BCDE 5\n XPL6 F -1\n Stop\n\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n\n Death.HKFT:\n\tDeath.BHFT:\n\tDeath.RVFT:\n\t\tTNT1 A 1 A_Scream\n\t\tTNT1 A 1 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"Curbstomp_Marine\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A -1\n Stop\n\n Death.FatalityMarine:\n\t\tTNT1 A 1 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 1 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_GiveToTarget(\"Fatality_Marine\",1)\n\t\tTNT1 A -1\n Stop\n\t}\n}\n\nACTOR MinigunMarineGuarding: Marine_Minigun\n{\n\tFastSpeed 0\n\tMaxStepHeight 0\n\t+FRIENDLY\n\t+MISSILEMORE\n\t+NODROPOFF\n\t+MISSILEEVENMORE\n\t+SHOOTABLE\n\tSpeed 0\n\tStates\n\t{\n\tActive:\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"MarineFollow\", 2)\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle1\", 50, 0, 0, 2, 90)\n\t\tPL42 A 30\n\t\tTNT1 A 0 A_ChangeFLag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Marine_Minigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")\n\t\tPL42 E 1 A_Look\n\t\tGoto See\n\n\tSee:\n\t\t//TNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tPL42 EEEEEEEEEEHHHHHHHHH 1 A_Chase\n\t\tTNT1 A 0 A_ClearTarget\n\t\tLoop\n\n\tMissile:\n //PL42 E 1\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"KillMeSmall\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\n\tMissile2:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tPL42 E 2 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPL42 E 2 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\tPL42 F 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"MarineStrongTracer\", 32, 0, random(-8, 8), 1, random(-3, 3))\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_CPosRefire\n\t\tGoto See\n\n\tPain:\n\t PL42 G 3\n\t\tPL42 G 3 A_Pain\n\t\tTNT1 A 0 A_Jump(128, \"StrafeLeft\", \"StrafeRight\")\n\t\tGoto See\n\n\tStrafeLeft:\n\t\tPL42 A 3 A_FaceTarget\n\t\tPL42 B 3 ThrustThing(angle*256/360+192, 3, 0, 0)\n\t\tPL42 C 3 A_FaceTarget\n\t\tPL42 D 3 ThrustThing(angle*256/360+192, 3, 0, 0)\n Goto Missile2\n\n\tStrafeRight:\n\t\tPL42 A 3 A_FaceTarget\n\t\tPL42 B 3 ThrustThing(angle*256/360+64, 3, 0, 0)\n\t\tPL42 C 3 A_FaceTarget\n\t\tPL42 D 3 ThrustThing(angle*256/360+64, 3, 0, 0)\n Goto Missile2\n\t}\n}\n\nACTOR Marine_MinigunPathfinder\n{\n\tRadius 32\n\tHeight 56\n\tSpeed 20\n\tHealth 4000\n\tPainChance 255\n\tMaxTargetRange 150\n\tMonster\n\tdamagefactor \"SpawnMarine\", 8000.0\n\tMaxDropOffHeight 1200\n\tMaxStepHeight 1200\n\t-COUNTKILL\n\t+NOTARGET\n\t+THRUACTORS\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+FASTER\n +DONTSPLASH\n\t-SHOOTABLE\n\t-FRIENDLY\n\t+NOCLIP\n\t+LOOKALLAROUND\n\t+NOINFIGHTING\n\tStates\n\t{\n\tSpawn:\n\tPain:\n See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\t//TNT1 A 0 Thing_ChangeTID(0,98)\n\t\t//TNT1 A 0 Thing_Hate(98, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 AAAAA 1 A_Chase\n\t\t//TNT1 A 0 Thing_Hate(98, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 A 1 A_FaceTarget\n\t\tLoop\n\t//Missile:\n\tTNT1 A 2\n\tTNT1 A 0 A_SpawnItem(\"MarineSpawnChecker\")\n\tTNT1 A 5\n\tGoto See\n\tDeath:\n\tMissile:\n\t TNT1 A 0\n\t TNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"Marine_Minigun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"TeleportFog\")\n\t\tStop\n\t}\n}\n\nACTOR Marine_MinigunAdd: Marine1Pathfinder\n{\n\tSpeed 4\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\tGoto See\n\tPain:\n See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0,98)\n\t\tTNT1 AAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t//TNT1 A 0 Thing_Hate(98, 264, 0)\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 1 A_FaceTarget\n\t\tLoop\n\tDeath:\n\tMissile:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 200\n\t\tTNT1 A 0 A_GiveToTarget(\"NumberOfAlliesMinigun\", 1)\n\t\tStop\n\t}\n}\n\nACTOR RemoveMarineMinigun\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n See:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RemoveMarineMinigunActivate\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR RemoveMarineMinigunActivate: Marine1Pathfinder\n{\n-FRIENDLY\n-SHOOTABLE\nScale 1.0\nSpeed 1\nMaxTargetRange 90000\n\tStates\n\t{\n\tSpawn:\n\tPain:\n See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 Thing_ChangeTID(0,98)\n\t\tTNT1 AAAAAAAAAAAAAAAAA 1 A_Chase\n\t\t//TNT1 A 0 Thing_Hate(98, 264, 0)\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 1 A_FaceTarget\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeFromTarget(\"NumberOfAlliesMinigun\", 1)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR Marine_MinigunSpawnChecker\n{\nMONSTER\n-COUNTKILL\n+FRIENDLY\n-SOLID\n-SHOOTABLE\nHealth 1\nRadius 16\nHeight 52\nDamagetype \"SpawnMarine\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_Explode(25, 40)\n\t\tStop\n\tDeath:\n\tTNT1 A 1\n\tStop\n}\n}"
},
{
"source": "pk3",
"name": "M_COMANDO.txt",
"contents": "//===========================================================================\n//\n// Chaingunner\n//\n//===========================================================================\nACTOR ChaingunGuy1: ChaingunGuy Replaces ChaingunGuy\n{\n\tHealth 90\n\tRadius 16\n\tHeight 44\n\tMass 100\n\tSpeed 5\n\tPainChance 200\n\tPainChance \"HelperMarineFatality\", 255\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tdamagefactor \"Cut\", 0.3\n\tdamagefactor \"Avoid\", 0.0\n\tdamagefactor \"GibRemoving\", 0.0\n\tdamagefactor \"Crush\", 5.0\n\tdamagefactor \"TeleportRemover\", 0.0\n\tdamagefactor \"cut\", 0.7\n\tdamagefactor \"saw\", 0.7\n\tPainChance \"MonsterKnocked\", 255\n\tdamagefactor \"explosiveimpact\", 2.0\n\tdamagetype \"Melee\"\n\tMonster\n\tTranslation \"192:207=176:191\"\n\tdamagefactor \"SSG\", 50.0\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\t+FLOORCLIP\n +MISSILEMORE\n +MISSILEEVENMORE\n\t+RANDOMIZE\n\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n BloodType \"Brutal_Blood\", \"BloodSPlatterReplacer\", \"SawBlood\"\n\tSeeSound \"grunt/sight\"\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\tActiveSound \"grunt/active\"\n\tAttackSound \"weapons/minigunfire\"\n damagefactor \"Shrapnel\", 0.4\n\tdamagefactor \"explosiveimpact\", 2.0\n\tDropItem \"None\" 3\n\tObituary \"%o has been mowed down by a Zombie Commando.\"\n\tDamageFactor \"CauseObjectsToSplash\", 0.0\n\tStates\n\t{\n\tReplaceVanilla:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaChaingunguy\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tStop\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tTNT1 A 0 A_GiveInventory(\"SKChaingunGuy\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ChainguyguyContinue\", 1, \"MissileContinue\")\n\t\tGoto Stand\n\n\tSTAND:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"Stand2\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget100\", 0, 42,0)\n\t\tMPOS BBBBBBBBBB 10 A_Look\n\t\tLoop\n\n\tStand2:\n\t\tMPOS B 14 A_Look\n\t\tGoto Stand\n\n\tIdle:\n\tSearchForPlayer:\n\t\tTNT1 A 0 A_ClearTarget\n\t TNT1 A 0 A_TakeInventory(\"EnemyMemory\", 30)\n\t\tTNT1 A 0 A_GiveInventory(\"SKChaingunguy\", 1)\n\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 42,0)\n\t\tMPOS A 10 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 42,0)\n\t\tMPOS A 10 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 42,0)\n\t\tMPOS A 10 A_Look\n\n\t\tTNT1 A 0 A_SetAngle(angle - 40)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 42,0)\n\t\tMPOS A 10 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 42,0)\n\t\tTNT1 A 0 A_SetAngle(angle + 40)\n\t\tMPOS A 10 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 42,0)\n\t\tMPOS A 10 A_Look\n\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS A 4 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS B 4 A_Look\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS C 4 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS D 4 A_Look\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\n\t\tTNT1 A 0 A_jump(128, \"SearchForPlayer\")\n\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS A 4 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS B 4 A_Look\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS C 4 A_Look\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tTNT1 A 0 A_Wander\n\n\t\tMPOS D 4 A_Look\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tGoto SearchForPlayer\n\n\tSee:\n\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\tTNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 15)\n\tTNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\tGoto SeeContinue\n\n\tSeeContinue:\n\t TNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\n\tSeeContinuePart2:\n\t\tTNT1 A 0 A_GiveInventory(\"EverSeenTheplayer\", 1)\n //TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 12, \"SearchForPlayer\")\n\n\tSeeContinuePart36:\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiring\", 1)\n\t\tMPOS AA 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tMPOS AA 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tMPOS BB 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tMPOS BB 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tMPOS CC 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tMPOS CC 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tMPOS DD 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tMPOS DD 2 A_Chase\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"Idle\")\n\t\tLoop\n\n\tSeeNeverSeen:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"EverSeenThePlayer\", 1, \"SeeContinuePart2\")\n //TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tMPOS AA 2 A_Chase\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiring\", 1)\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tMPOS AA 2 A_Chase\n\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tMPOS BB 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tMPOS BB 2 A_Chase\n\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tMPOS CC 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tMPOS CC 2 A_Chase\n\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tMPOS DD 2 A_Chase\n\t\tMPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tMPOS DD 2 A_Chase\n TNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\t\tGoto SeeContinue\n\n\tMissile:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 42,0)\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 15)\n\n\t\t//TNT1 A 0 A_TakeInventory(\"CantFire\", 1)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheck\", 34, 0, 0, 0)\n\t\t//TNT1 A 0 A_CustomMissile(\"MonsterTargetCheckFaster\", 34, 0, 0, 0)\n\t\tMPOS E 6 A_FaceTarget\n\t\t//TNT1 A 0 A_JumpIfInventory(\"CantFire\",1, \"SeeContinuePart36\")\n\n\t\tTNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"CHAINSTA\")\n\t\tMPOS E 4 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 42,0)\n\t\tMPOS E 12 A_FaceTarget\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiring\", 1)\n\t\tTNT1 A 0\n\n MissileContinue:\n\t\tMPOS E 1 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 42,0)\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n MPOS F 1 BRIGHT A_CustomMissile(\"MonsterMinigunTracer\", 38, 0, random(-9, 9), 1, random(-2, 2))\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n\t\tMPOS E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 42,0)\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\t\t//TNT1 A 0 A_SetPitch(12 + pitch)\n MPOS F 1 BRIGHT A_CustomMissile(\"MonsterMinigunTracer\", 38, 0, random(-7, 7), 1, random(-2, 2))\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tMPOS E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 42,0)\n\t\t//TNT1 A 0 A_SetPitch(12 - pitch)\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n MPOS F 1 BRIGHT A_CustomMissile(\"MonsterMinigunTracer\", 38, 0, random(-9, 9), 1, random(-2, 2))\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tMPOS E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 42,0)\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\t\t//TNT1 A 0 A_SetPitch(12 - pitch)\n MPOS F 1 BRIGHT A_CustomMissile(\"MonsterMinigunTracer\", 38, 0, random(-7, 7), 1, random(-2, 2))\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tMPOS E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 42,0)\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\t\t//TNT1 A 0 A_SetPitch(12 + pitch)\n MPOS F 1 BRIGHT A_CustomMissile(\"MonsterMinigunTracer\", 38, 0, random(-9, 9), 1, random(-2, 2))\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ChainguyguyContinue\", 1, \"MissileContinue\")\n\t\tMPOS E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 42,0)\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\t\t//TNT1 A 0 A_SetPitch(12 - pitch)\n MPOS F 1 BRIGHT A_CustomMissile(\"MonsterMinigunTracer\", 38, 0, random(-9, 9), 1, random(-2, 2))\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_CheckSight(\"SeeContinue\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ChainguyguyContinue\", 1, \"MissileContinue\")\n\t\tTNT1 A 0 A_CposRefire\n\t\tGoto MissileContinue\n\n SpecialAttack:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 42,0)\n\t\tMPOS E 10 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 42,0)\n TNT1 A 0 A_CustomMissile(\"FireFightFlare\", 34, 10, 15, 25)\n\t\tMPOS F 10 //A_CustomMissile(\"CommandoGrenade\",10,0,0,0)\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 42,0)\n\t\tMPOS E 10\n Goto SeeContinue\n\n GotoStealthKill:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Explode(100, 1, 1)\n\t\tTNT1 A 1\n\t\tGoto See\n\n\t Pain.Melee:\n\t\tMPOS G 4\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKChaingunGuy\", 1, \"GotoStealthKill\")\n \t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n MPOS G 4 A_Pain\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiring\", 1)\n Goto See\n Pain:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFiring\", 1, \"Pain.IsFiring\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tTNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n\t\tMPOS G 3\n \t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n MPOS G 3 A_Pain\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiring\", 1)\n Goto SeeContinue\n\n\tPain.IsFiring:\n\tCPDR A 3 A_SpawnItem(\"HeadshotTarget6\", 0, 42,0)\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 32, 15, 0, 2, -20)\n\tCPDR B 3 BRIGHT A_NoBlocking\n\tGoto MissileContinue\n\n\tPain.HeavyImpact:\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\t\tTNT1 A 0 A_Recoil(6)\n\t\tGoto Pain\n\n\tPain.LowKick:\n\tPain.Kick:\n TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_TakeInventory(\"IsFiring\", 1)\n\t\t TNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (3)\n MPOS G 2\n\t\t CPBK ABC 2\n\t\t MPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 42,0)\n\t\t CPBK C 8 A_Pain\n\t\t MPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 42,0)\n\t\t CPBK D 8 A_SpawnItem(\"HeadshotTarget8\", 0, 42,0)\n\t\t MPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 42,0)\n\t\t CPBK C 8 A_Pain\n\t\t CPBK D 8 A_SpawnItem(\"HeadshotTarget8\", 0, 42,0)\n\t\t MPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 42,0)\n\t\t CPBK C 8 A_Pain\n\t\t CPBK D 8 A_SpawnItem(\"HeadshotTarget8\", 0, 42,0)\n\t\t MPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 42,0)\n\t\t CPBK C 8 A_Pain\n\t\t CPBK D 8 A_SpawnItem(\"HeadshotTarget8\", 0, 42,0)\n\t\t MPOS A 0 A_SpawnItem(\"HeadshotTarget8\", 0, 42,0)\n\t\t CPBK BA 4\n\t\t MPOS G 4\n Goto See\n\n\tDeath.Cutless:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(32,\"Death.Arm\")\n\tTNT1 A 0 A_Jump(24,\"Death.Rare\")\n\tTNT1 A 0 A_Jump(96, \"Death\")\n\tGoto Death.ARm\n\n\tDeath.MonsterShotgunBullet:\n\tDeath.Shotgun:\n\tDeath.HKFT:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(70, \"Death.SSG\")\n\t\tTNT1 A 0 A_Jump(24,\"Death.Arm\")\n\t\tTNT1 A 0 A_Jump(24,\"Death.SSG\")\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_Recoil(6)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFiring\", 1, \"Death.Rare\")\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tCPHM AB 4\n\t\tCPHM CD 4 A_JumpIf((MomY == 0), \"TakeASit\")\n\t\tCPHM EF 4\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadChaingunGuy_KilledByMinorHead\", 3)\n\t\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFiring\", 1, \"Death.Rare\")\n\t\tTNT1 AAA 0 A_SpawnItem(\"Blood\", 0, 40)\n\t\tTNT1 A 0 A_Jump(96,\"Death.Rare\")\n\t\tTNT1 A 0 A_Jump(64,\"Death.Arm\")\n CPOD A 8 A_Scream\n CPOD B 6 A_NoBlocking\n CPOD CDEFG 6\n TNT1 A 0 A_SpawnItem (\"MiniGun\", 0, 5,0)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 1 A_SpawnItem (\"DeadChaingunGuy1\", 3)\n Stop\n\n\tDeath.Rare:\n\tTNT1 A 0\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_Recoil(2)\n\tCPDR A 3 A_Scream\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 32, 15, 0, 2, -20)\n\tCPDR B 3 BRIGHT A_NoBlocking\n\n\tCPDR A 3\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 32, 15, 0, 2, -20)\n\tCPDR B 3 BRIGHT A_NoBlocking\n\n\tCPDR C 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 24, 15, -20, 2, -20)\n\tCPDR D 2 BRIGHT\n\n\tCPDR C 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 24, 15, -20, 2, -20)\n\tCPDR D 2 BRIGHT\n\n\tCPDR E 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 24, 15, -20, 2, 20)\n\tCPDR F 2 BRIGHT\n\n\tCPDR G 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 24, 15, -10, 2, 40)\n\tCPDR H 2 BRIGHT\n\n\tTNT1 A 0 A_Recoil(1)\n\tCPDR I 2\n\tTNT1 A 0 A_JumpIf((MomY == 0), \"TakeASit\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 24, 15, -10, 2, 40)\n\tCPDR J 2 BRIGHT\n\tTNT1 A 0 A_JumpIf((MomY == 0), \"TakeASit\")\n\n\tCPDR K 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 12, 15, -20, 2, 40)\n\tCPDR L 2 BRIGHT\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tCPDR M 2\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 12, 15, -20, 2, 20)\n\tCPDR N 2 BRIGHT\n\n\tCPDR M 2\n\tTNT1 A 0 A_CustomMissile (\"MonsterMinigunTracer\", 12, 15, -20, 2, 20)\n\tCPDR N 2 BRIGHT\n\n\tTNT1 A 0 A_SpawnItemEx (\"MiniGun\", 0, 30)\n\tTNT1 A 0 A_SpawnItem(\"DeadChaingunguyCPDRO\")\n\tStop\n\n\tTakeASit:\n\t TNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 6, 0, random (170, 190), 2, random (0, 40))\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"MiniGun\", 0, 30)\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadChaingunguy_Slumped\", 10)\n\t\tStop\n\n\tDeath.OriginalGibz:\n\t TNT1 A 0 A_SpawnItem (\"MiniGun\", 0, 5,0)\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 35, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 35, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 35, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 35, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPiece\", 35, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 O 0 A_NoBlocking\n\t CPSC ABCDEFGH 4\n CPSC H 1\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 1 A_SpawnItem (\"DeadChaingunGuy_Half\", 3)\n\t\tStop\n\n\tDeath.Cutless:\n\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(180,\"Death.Arm\")\n\t\tGoto Death\n\tDeath.Arm:\n\t TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"MuchBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 45, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\n\t CPOD H 10 A_Scream\n\t\t CPOD I 5\n\t\t CPOD I 1 A_NoBlocking\n\t\t TNT1 A 1 A_SpawnItem (\"BrutalizedCommando1\")\n\tStop\n\n XDeath:\n TNT1 A 0 A_SpawnItem (\"MiniGun\", 0, 5,0)\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 42, 0, random (0, 190), 2, random (10, 60))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath3\", 42, 0, random (0, 190), 2, random (10, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 42, 0, random (0, 190), 2, random (10, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 42, 0, random (0, 190), 2, random (10, 60))\n // TNT1 A 0 A_SpawnItemEx (\"XDeathChainHead\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"ChainXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n\tHeadExploder:\n\t\tTNT1 A 0 A_Jump(72, \"Death.HeadExplode\")\n\t\tGoto Death.HeadMinor\n\n Death.Head:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.Decaptate\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(-50, \"Death.HeadExplode\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"RandomHeadExploder\", 1, \"HeadExploder\")\n\tDeath.HeadMinor:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AA 0 A_CustomMissile (\"BloodMistBig\", 60, 0, random (0, 360), 2, random (30, 90))\n TNT1 AAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tCPHM I 6\n\t\tCPHM J 6 A_Scream\n\t\tCPHM C 6 A_NoBlocking\n\t\tCPHM DEF 6\n TNT1 A 0 A_SpawnItem (\"MiniGun\", 0, 5,0)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 0 A_SpawnItem (\"DeadChaingunGuy_KilledByMinorHead\", 3)\n Stop\n\n\t\t Death.Melee:\n\n\t\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKChaingunGuy\", 1, \"StealthKill\")\n\t\tDeath.Kick:\n\t\tDeath.HeavyImpact:\n\t\tCPHM A 9 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(5)\n\t\tCPHM B 9 A_Scream\n\t\tCPHM C 8 A_NoBlocking\n\t\tCPHM DEF 8\n TNT1 A 0 A_SpawnItem (\"MiniGun\", 0, 5,0)\n TNT1 A 0 A_SpawnItem (\"DeadChaingunGuy_KilledByMinorHead\", 3)\n Stop\n\n\tDeath.headExplode:\n\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ChaingunguyHeadExplode\", 0, 50)\n\t\tCPHS AAA 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 50, 0, random (0, 360), 2, random (60, 120))\n\t\tCPHS BBB 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 50, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_XScream\n\t\tCPHS CCC 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 40, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tCPHS DDDDDDDDDDDDEEE 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 30, 0, random (0, 360), 2, random (60, 120))\n\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tCPHS FFFFFFFFFFFFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 5, 0, random (0, 360), 2, random (10, 40))\n TNT1 A 0 A_SpawnItem (\"MiniGun\", 0, 5,0)\n\t\tTNT1 A 1 A_SpawnItem (\"DeadChaingunGuy_NoHead\", 3)\n Stop\n\tDeath.decaptate:\n TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 A 0 A_SpawnItemEx (\"XDeathChaingunguyHeadBeheaded\", 50, 0, random (0, 360), 2, random (40, 90))\n\t\tCPHS AAA 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 50, 0, random (0, 360), 2, random (60, 120))\n\t\tCPHS BBB 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 50, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_XScream\n\t\tCPHS CCC 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 40, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tCPHS DDDDDDDDDDDDEEE 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 30, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tCPHS FFFFFFFFFFFFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 5, 0, random (0, 360), 2, random (10, 40))\n TNT1 A 0 A_SpawnItem (\"MiniGun\", 0, 5,0)\n\t\tTNT1 A 1 A_SpawnItem (\"DeadChaingunGuy_NoHead\", 3)\n Stop\n\tDeath.cut:\n\tDeath.Saw:\n\t\tTNT1 O 0 A_Jump(220, 2)\n\t\tGoto Death\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainLeg\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathGuts\", 0, 0, random (0, 360), 2, random (0, 160))\n\t CPSC ABCDEFGH 8\n CPSC H 1\n TNT1 A 0 A_SpawnItem (\"MiniGun\", 0, 5,0)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 1 A_SpawnItem (\"DeadChaingunGuy_Half\", 3)\n\t\tStop\n\n\tDeath.ExplosiveImpact:\n\tDeath.Landmine:\n\tDeath.LandMine2:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,40,0,1)\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"BloodMistLarge\", 40, 0, random (0, 360), 2, random (20, 90))\n\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathChainLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"BloodMistLarge\", 40, 0, random (0, 360), 2, random (20, 90))\n\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\n\t CPDE A 1 A_Scream\n\t CPDE A 1\n\t\tCPDE A 2 A_CheckFloor (\"Dead.Landmine\")\n\t\tCPDE BCDEFGH 2 A_CheckFloor (\"Dead.Landmine\")\n\t\tCPDE A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_Spawnitem(\"DeadChaingunguyCPDEI\")\n\t\tStop\n\n\tDead.Landmine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Ploft\")\n\t\tTNT1 AAAA 0 A_SpawnItem (\"Blood\")\n\t\tCPDE I 1\n\t\tTNT1 A 0 A_SpawnItem(\"DeadChaingunguyCPDEI\")\n\t\tStop\n\n Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 A 0 A_SpawnItem (\"MiniGun\", 0, 5,0)\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tDeath.SuperPlasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"MiniGun\", 0, 5,0)\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\t\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.fire:\n Death.burn:\n Death.flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"MiniGun\", 0, 5,0)\n TNT1 A 0 A_SpawnItem(\"BurningcHAINGUNGUY\", 0, 10)\n Stop\n\n\tDeath.Throwable:\n\t\tGoto Death\n\n\tDeath.Desintegrate:\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"DesintegratedHuman\")\n\t\tTNT1 A 0 A_Stop\n\t\tTGIB ABCDEFGHIJKLMNOPQ 4\n\t\tTGIB Q -1\n Stop\n\n Death.Fatality:\n\t TNT1 A 0 A_Pain\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto Death.ExplosiveImpact\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"MiniGun\", 0, 5,0)\n TNT1 A 0 A_Jump(130,5)\n TNT1 A 0 A_GiveToTarget(\"ComandoFatality\", 1)\n Stop\n TNT1 AAAAAAA 0\n TNT1 A 0 A_GiveToTarget(\"ComandoFatality2\", 1)\n TNT1 A 1\n TNT1 A 0\n\t\tStop\n\n\tDeath.HelperMarineFatallity:\n\t\tTNT1 A 0\n\t TNT1 A 1 A_Pain\n\t\tTNT1 A 0 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ComandoFatality\", 1)\n\t\tStop\n\n\t Death.Eat:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_SpawnItem (\"MiniGun\", 0, 5,0)\n TNT1 A 0 A_GiveToTarget(\"ComandoFatality\",1)\n Stop\n\n\tRaise:\n\t\tCPOS N 5\n\t\tCPOS MLKJIH 5\n\t\tGoto See\n Crush:\n\t Death.Stomp:\n\t TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tCPHM CDE 2\n\t TNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\")\n\t\tTNT1 AAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2b\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3b\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n Pain.KillMe:\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"ChaingunGuy\")\n Stop\n\n\tDeath.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\t MPSD A 1 A_Pain\n\t\tMPSD A 1 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t TNT1 AAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 35, 0, random (170, 190), 2, random (0, 40))\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChaingunguyHeadOnXDeath\", 62, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"MiniGun\", 0, 5,0)\n MPSD AAAA 6 A_CustomMissile (\"Brutal_LiquidBlood2\", 64, 0, random (0, 360), 2, random (30, 60))\n\t\tMPSD BBBBCCCC 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 34, 0, random (0, 60), 2, random (30, 60))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tMPSD DDDDDDDDDDDDDDDDDDDDD 6 A_CustomMissile (\"Brutal_LiquidBlood2\", 16, 0, random (0, 60), 2, random (30, 60))\n TNT1 A 0 A_SpawnItem(\"DeadChaingunguyMPSDD\")\n Stop\n\n\tStealthKill:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"FistsSelected\", 1, 1)\n\tGoto Death\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKChaingunGuy\", 1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Fall\n\tTNT1 A 0 A_SpawnItem(\"Chaingun\")\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenChaingunguy\")\n\tStop\n\n\tDeath.Massacre:\n\tGoto Death\n\t}\n}\n\nActor DeadChaingunGuy1: CurbstompedMarine\n{\n Radius 12\n Height 12\n +SHOOTABLE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n\t-SOLID\n\t+THRUACTORS\n\tdamagefactor \"Crush\", 50.0\n Mass 1000\n Health 100\n damagefactor \"Blood\", 0.0\n damagefactor \"Trample\", 0.0\nStates\n {\n Spawn:\n CPOD G -1\n Stop\n\tRaise:\n\t\tTNT1 A 2 A_CustomMissile (\"RealFlameTrailsSmall\", 6, 0, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"PentagramSpawner\", 0, 60)\n\t\tTNT1 A 2 A_CustomMissile (\"RealFlameTrailsSmall\", 6, 0, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"PentagramSpawner\", 0, 60)\n\t\tTNT1 A 0 A_SpawnItem(\"TeleportFog\")\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"Zombie_Man\")\n\t\tStop\n }}\n\nActor DeadChaingunGuy_NoHead: DeadChaingunGuy1\n{Health 200 States{Spawn:\n\t\tCPHS F -1\n Stop}}\n\nActor DeadChaingunGuy_Half: DeadChaingunGuy1\n{Health 200 States{Spawn:\n CPSC H -1\n Stop}}\n\nActor DeadChaingunGuyCPDRO: DeadChaingunGuy1\n{Health 200 States{Spawn:\n CPDR O -1\n Stop}}\n\nActor BrutalizedDeadChaingunGuy: DeadChaingunGuy1\n{Health 200 States{Spawn:\n CFTB C -1\n Stop}}\n\nActor SuperBrutalizedDeadChaingunGuy: DeadChaingunGuy1\n{Health 200 States{Spawn:\n CFTB D -1\n Stop}}\n\nActor DeadChaingunGuy_KilledByMinorHead: DeadChaingunGuy1\n{Health 200 States{Spawn:\n CPHM F -1\n Stop}}\n\nactor BrutalizedDeadCommando1: DeadChaingunguy1\n{\n States\n {\n Spawn:\nCPOD L -1\n Stop }}\n\nactor BrutalizedCommandoLegs: DeadChaingunguy1\n{\n States\n {\n Spawn:\nCPOD S -1\nStop\nDeath:\nTNT1 AA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 45, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"XDeathChainLeg\", 5, 0, random (0, 360), 2, random (0, 160))\n Stop }}\n\nActor DeadChaingunguy_Slumped: ZombiemanTorso\n{\n+NOPAIN\nHealth 200\nDamageFactor \"Head\", 15.0\nHeight 22\nRadius 6\nScale 0.9\nStates{Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(6)\n\t\tBR95 A 6\n\t\tTNT1 A 0 A_JumpIf(momx < 0, \"LayDown\")\n\t\tTNT1 A 0 A_JumpIf(momy < 0, \"LayDown\")\n\t\tTNT1 A 0 A_JumpIf(momx > 0, \"LayDown\")\n\t\tTNT1 A 0 A_JumpIf(momy > 0, \"LayDown\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"HeadshotTarget20\", 0, 0, 22)\n\t\tBR95 A 16\n Loop\n\tLayDown:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"DeadChaingunguy1\")\n\tStop\n\tXDeath:\n\tDeath.Explosives:\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"ChainXDeath\")\n\t\tStop\n\n\tDeath.Head:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"ChaingunguyHeadExplode\", 0, 0, 22)\n\t\tTNT1 A 0 A_SpawnItem(\"DeadChaingunguy_Slumped_NoHead\")\n\t\tStop\n\n\tDeath:\n\t TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Xdeath3\", 16, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathChainArm\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\t//TNT1 A 0 A_SpawnItem(\"DeadChaingunguyJustLegsAreLeft\")\n\t\tStop\n\t\t}}\n\nactor DeadChaingunguyMPSDD: DeadChaingunguy1\n{\n States\n {\n Spawn:\nMPSD D -1\n Stop }}\n\nactor DeadChaingunguyCPDEI: DeadChaingunguy1\n{\n States\n {\n Spawn:\nCPDE I -1\n Stop }}\n\nActor DeadChaingunguy_Slumped_NoHead: ZombiemanTorso\n{\n+NOPAIN\nHeight 22\nScale 0.9\nStates{Spawn:\n\t\tTNT1 A 0\n\t\tBR95 B 100\n Loop\n\tXDeath:\n\tDeath.Explosives:\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"ChainXDeath\")\n\t\tStop\n\tDeath:\n\t TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Xdeath3\", 16, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathChainArm\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\t//TNT1 A 0 A_SpawnItem(\"DeadChaingunguyJustLegsAreLeft\")\n\t\tStop\n\t\t}}"
},
{
"source": "pk3",
"name": "M_CYBERDEMON.txt",
"contents": "ACTOR TheCyberdemon: Cyberdemon Replaces Cyberdemon\n{\n //damagefactor \"BFG\", 0.5\n\tdamagefactor \"Explosive\", 1.1\n damagefactor \"HKFT\", 0.05\n\tdamagefactor \"HKFT\", 0.05\n\tdamagefactor \"Decaptate\", 5.0\n\tdamagefactor \"Avoid\", 0.0\n\tdamagefactor \"GibRemoving\", 0.0\n\tdamagefactor \"TeleportRemover\", 0.0\n\tDamageFactor \"CauseObjectsToSplash\", 0.0\n\tObituary \"%o was exploded to pieces by a Cyberdemon.\"\n\t+NOICEDEATH\n Health 5000\n damagefactor \"Crush\", 20.0\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n Scale 1.2\n\tRadius 45\n\tHeight 100\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n +DONTRIP\n +NORADIUSDMG\n\t+QUICKTORETALIATE\n\tSpeed 16\n\tFastSpeed 22\n\tpainchance \"kick\", 255\n\tmass 5000\n\tPainChance \"Head\", 80\n\tPainChance \"KillMe\", 64\n\tPainChance \"Taunt\", 255\n\tDropItem \"DemonStrengthRune\" 25\n BloodType \"CyberDemon_Blood\", \"SawBlood\", \"SawBlood\"\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n\t{\n\n\tDeath.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"TheCyberdemon\")\n Stop\n\n\tPain.Killme:\n\tTNT1 A 0\n\tGoto See\n\n ReplaceVanilla:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaCyberdemon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tStop\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsACyberdemon\")\n\n\tStand:\n CYBR D 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n CYBR Z 10 A_Look\n Loop\n\n\tSee:\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeavyFootSteps32\")\n\t\tCYBR A 3 A_Hoof\n\t\tCYBR A 3 //A_Chase\n\t\tTNT1 A 0 A_JumpIfCloser(120, \"Stomp\")\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR AA 2 A_Chase\n\t\tTNT1 A 0 A_JumpIfCloser(120, \"Stomp\")\n //TNT1 A 0 A_SpawnItemEx(\"CyberStep\",12,-30)\n\t\tCYBR BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n CYBR BBC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeavyFootSteps32\")\n\t\tTNT1 A 0 A_JumpIfCloser(120, \"Stomp\")\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n CYBR C 2 A_Chase\n\t\tCYBR C 2\n\t\tCYBR C 2 A_Metal\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n //TNT1 A 0 A_SpawnItemEx(\"CyberStep\",12,30)\n\t\tCYBR D 2 A_Chase\n\t\tCYBR D 2 A_Chase\n\t\tTNT1 A 0 A_JumpIfCloser(120, \"Stomp\")\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR DD 2 A_Chase\n\t\tLoop\n\n\tMissile:\n\t TNT1 A 0 A_JumpIfCloser(180, \"Stomp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Enraged\", 1, \"SpecialAttack\")\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR E 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR F 6 BRIGHT A_CustomMissile(\"CyberBalls\",60,-25,0,0)\n\t\tTNT1 A 0 A_JumpIfCloser(180, \"Stomp\")\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR F 6 BRIGHT A_CustomMissile(\"CyberBalls\",60,-25,-7,0)\n\t\tTNT1 A 0 A_JumpIfCloser(180, \"Stomp\")\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR F 6 BRIGHT A_CustomMissile(\"CyberBalls\",60,-25,7,0)\n\t\tTNT1 A 0 A_JumpIfCloser(180, \"Stomp\")\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR F 6 BRIGHT A_CustomMissile(\"CyberBalls\",60,-25,0,0)\n\t\tTNT1 A 0 A_JumpIfCloser(180, \"Stomp\")\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR E 6 A_FaceTarget\n\t\tGoto See\n\n\tStomp:\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR Z 5 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-5)\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t CYMA A 7 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tTNT1 A 0 A_CustomMissile(\"CyberStomp\",10,0,0,0)\n\t CYMA B 7\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYMA B 7\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tGoto See\n\tDeath:\n\t\tCYBR H 10\n\t\tEXPL A 0 Radius_Quake (6, 100, 0, 22, 0)\n TNT1 AAAA 0 A_CustomMissile (\"ExplosionSpawner\", 90, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionSpawner\", 90, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAA 0 A_CustomMissile (\"UltraGoreSPawner\", 90, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathCyberdemonHead\", 120, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathCyberdemonArm\", 120, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathCyberdemonGun\", 120, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathCyberdemonPiece\", 120, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathCyberdemonTorso\", 120, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"UltraGoreSpawner\", 90, 0, random (0, 360), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"CyberXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tCYBR I 5 A_Scream\n\t\tCYBR JKL 5\n\t\tCYBR M 5 A_NoBlocking\n\t\tCYBR NOP 5\n\t\tCYBR P 120\n\t\tTNT1 A 0 A_BossDeath\n\t\tCYBR P -1 A_BossDeath\n\t\tStop\n\n\tDeath.Decaptate:\n\t TNT1 A 0 A_CustomMissile (\"XDeathCyberdemonHead\", 120, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"XDeath1\", 120, 0, random (0, 360), 2, random (0, 180))\n\t\tCYBB AAAAA 8 A_SpawnItem(\"MuchBlood\", 0, 120)\n\t\tCYBB ABCABCB 8 A_SpawnItem(\"MuchBlood\", 0, 120)\n\t\tEXPL A 0 Radius_Quake (6, 100, 0, 22, 0)\n TNT1 AAAA 0 A_CustomMissile (\"ExplosionSpawner\", 90, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionSpawner\", 90, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAA 0 A_CustomMissile (\"UltraGoreSPawner\", 90, 0, random (0, 360), 2, random (0, 180))\n\n TNT1 AAAAAA 0 A_CustomMissile (\"UltraGoreSpawner\", 90, 0, random (0, 360), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"CyberXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tCYBR I 0 A_Fall\n\t\tCYBR JKL 0\n\t\tCYBR M 0 A_NoBlocking\n\t\tCYBR NOP 0\n\t\tCYBR P 120\n\t\tCYBR P -1 A_BossDeath\n\t\tStop\n\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS3 A 5\n CRS3 A -1\n Stop\n\n\tPain.Taunt:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Enraged\", 1, \"SpecialAttack\")\n\t\tSPOS B 0 A_Pain\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n\t\tCYBT A 1 A_FaceTarget\n\t\tCYBT ABCCBADE 4\n\t\tTNT1 A 0 A_PlaySound(\"CYBTAT\", 1)\n\t\tCYBT FGHGFGHGFGHGFGHG 3\n\t\tCYBT EDA 4\n\t\tTNT1 A 0 A_GiveInventory(\"Enraged\", 1)\n\t\tGoto Missile\n\n\tSpecialAttack:\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR F 4 BRIGHT A_CustomMissile(\"CyberBalls\",60,-25,0,0)\n\t\tTNT1 A 0 A_JumpIfCloser(180, \"Stomp\")\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR E 4 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR F 4 BRIGHT A_CustomMissile(\"CyberBalls\",60,-25,-7,0)\n\t\tTNT1 A 0 A_JumpIfCloser(180, \"Stomp\")\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR E 4 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR F 4 BRIGHT A_CustomMissile(\"CyberBalls\",60,-25,7,0)\n\t\tTNT1 A 0 A_JumpIfCloser(180, \"Stomp\")\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR E 4 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR F 4 BRIGHT A_CustomMissile(\"CyberBalls\",60,-25,0,0)\n\t\tTNT1 A 0 A_JumpIfCloser(180, \"Stomp\")\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR E 4 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR F 4 BRIGHT A_CustomMissile(\"CyberBalls\",60,-25,0,0)\n\t\tCYBR E 4 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR F 4 BRIGHT A_CustomMissile(\"CyberBalls\",60,-25,0,0)\n\t\tGoto See\n\n\t}\n}"
},
{
"source": "pk3",
"name": "M_DEAD.txt",
"contents": "actor VeryDeadMarine: DeadMarine Replaces DeadMarine\n{\ndamagefactor \"Avoid\", 0.0\ndamagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0\ndamagefactor \"Shrapnel\", 100.0\ndamagefactor \"GibRemoving\", 990.0\n+FLOORCLIP\nRadius 0\n\tGame Doom\n\tStates\n\t{\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 10, 0, random (0, 360), 2, random (5, 40))\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"Brutal_BloodSpot\",random(64, -64),random(64, -64))\n\t\tTNT1 A 0 A_SpawnItem(\"MediumBloodSpot\")\n\t TNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"CurbstompedMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"AteMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"DeadRippedOffMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"FuckedMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"ADoomedSpaceMarine2\")\n\t\tGoto Death\n\t\tTNT1 A 1 A_SpawnItem(\"ADoomedSpaceMarine\")\n\t\tStop\n\n Spawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"CurbstompedMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"AteMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"DeadRippedOffMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"FuckedMarine\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"ADoomedSpaceMarine2\")\n\t\tGoto Death\n\t\tTNT1 A 1 A_SpawnItem(\"ADoomedSpaceMarine\")\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nactor VeryVeryDeadMarine: GibbedMarine Replaces GibbedMarine\n{\ndamagefactor \"Avoid\", 0.0\n\tGame Doom\n\tStates\n\t{\n Spawn:\n\tTNT1 A 0\n\tTNT1 AAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 10, 0, random (0, 360), 2, random (5, 40))\n\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"Brutal_BloodSpot\",random(64, -64),random(64, -64))\n\tTNT1 A 0 A_SpawnItem(\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"GibsZ\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"GibsZ\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"VeryDeadCivilian\")\n\t\tGoto Death\n\t\tTNT1 A 1 A_SpawnItem(\"GutsPile\")\n\t\tStop\n\n\tSpawn2:\n\t\tTNT1 A 0\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"GibsZ\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"GibsZ\")\n\t\tGoto Death\n\t\tTNT1 A 0 A_Jump(160,2)\n\t\tTNT1 A 1 A_SpawnItem(\"VeryDeadCivilian\")\n\t\tGoto Death\n\t\tTNT1 A 1 A_SpawnItem(\"GutsPile\")\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nactor VeryVeryDeadMarine2 : VeryVeryDeadMarine Replaces GibbedMarineExtra\n{\n\tGame Doom\n}\n\nactor CurbstompedMarine\n{ Radius 10\n Height 6\n +NOTELEPORT\n\tdamagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0\n +MOVEWITHSECTOR\n\t+FLOORCLIP\n\t+NOBLOCKMONST\n\t+CANPASS\n\t+THRUACTORS\n\t+FORCEXYBILLBOARD\n\t+SHOOTABLE\n\t+CORPSE\n\tdamagefactor \"Crusher\", 50.0\n Mass 5000\n Health 300\n\tPainChance 255\n\tdamagefactor \"TeleportRemover\", 1000.0\n\tdamagefactor \"GibRemoving\", 0.5\n\tdamagefactor \"Normal\", 2.0\n\tdamagefactor \"Desintegrate\", 990.0\n\tdamagefactor \"BFG\", 990.0\n\tMass 6000\n\tdamagefactor \"Kick\", 3.0\n\tdamagefactor \"SuperKick\", 3.0\n\tdamagefactor \"ExtremePunches\", 2.0\n\tdamagefactor \"SuperPunch\", 2.0\n\tbloodtype \"DeadBlood\"\n States {\n Spawn:\nPLDH A 3000\n Loop\n\n\t Death.Burn:\n\t Death.Fire:\n\t Death.Flames:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"GoryAshes\")\n\t\tStop\n\n Death:\n\tDeath.Stomp:\n\tDeath.ExplosiveImpact:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t TNT1 A 0 A_NoBlocking\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2b\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3b\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 10, 0, random (0, 360), 2, random (40, 90))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"XDeathSkinPiece2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeathSkinPiece1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAA 0 A_CustomMissile (\"SmallSuperGore\", 10, 0, random (0, 360), 2, random (10, 170))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"BloodMistSmall\", 35, 0, random (0, 360), 2, random (40, 90))\n\t\t Stop\n Death.plasma:\n TNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\tDeath.TeleportRemover:\n\tDeath.GibRemoving:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tStop\n\n\tDeath.Trample:\n\tDeath.Crush:\n\tDeath.Stomp:\n \t TNT1 AAAAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 30))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2b\", 5, 0, random (0, 360), 2, random (0, 30))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"BloodMist\", 5, 0, random (0, 360), 2, random (0, 30))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"XDeathSkinPiece2\", 5, 0, random (0, 360), 2, random (10, 30))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeathSkinPiece1\", 5, 0, random (0, 360), 2, random (10, 130))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"SmallSuperGore\", 10, 0, random (0, 360), 2, random (10, 30))\n\t\t TNT1 A 0 A_SpawnItem(\"SplatteredSmall\")\n\t\t XME2 L 1\n\t\t XME2 L -1\n\t\t Stop\n\n\tDeath.Desintegrate:\n\t\t TNT1 A 0\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\t TNT1 AA 0 A_CustomMissile (\"BloodMistSmall\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 A 0 A_SpawnItem(\"MeatDeathSmall\")\n\t\t Stop\n\t\t}}\n\nactor RappedMarine: CurbstompedMarine\n{\n States\n {\n Spawn:\nXPL4 F 9100\n Loop }}\n\nactor AteMarine: CurbstompedMarine\n{\n States\n\n {\n Spawn:\nXPL1 E 1900\n Loop\n\n\t \tDeath:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MeatDeathSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 15, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItem(\"RipGuts\")\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A 0 A_SpawnItem(\"DeadRippedOffMarine\")\n\t\tStop}}\n\nactor FuckedMarine: CurbstompedMarine\n{\n States\n {\n Spawn:\nXPL3 F 1900\n Loop\n\n\t Death:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MeatDeathSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 15, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItem(\"RipGuts\")\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A 0 A_SpawnItem(\"DeadRippedOffMarineRight\")\n\t\tStop\n\t }}\n\nactor DeadRippedOffMarine: CurbstompedMarine\n{\n States\n {\n Spawn:\nXPL2 F 1900\n Loop\n\n\t Death:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MeatDeathSmall\")\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\tStop\n\t }}\n\nactor DeadRippedOffMarineRight: DeadRippedOffMarine\n{\n States\n {\n Spawn:\nXPL2 L 1900\n Loop\n\t }}\n\nactor VeryDeadCivilian: CurbstompedMarine\n{\n States\n {\n Spawn:\nDCIV A 1900\n Loop\n\t }}\n\nactor MarineGotOwnedByImp: CurbstompedMarine\n{\n States\n {\n Spawn:\nIPFP P 1900\n Loop\n\n\t Death:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 15, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItem(\"MeatDeathSmall\")\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tTNT1 A 0 A_SpawnItem(\"DeadRippedOffMarine\")\n\t\tStop }}\n\nactor ADoomedSpaceMarine: CurbstompedMarine\n{\n States\n {\n Spawn:\nPLAY N 1900\n Loop\n\n\t \tDeath:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 15, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItem(\"MeatDeathSmall\")\n\t\tTNT1 A 0 A_SpawnItem(\"AteMarine\")\n\t\tStop }}\n\nactor ADoomedSpaceMarine2: CurbstompedMarine\n{\n States\n {\n Spawn:\nPLA9 N 1900\n Loop\n\tDeath:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MeatDeathSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 15, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItem(\"AteMarine\")\n\t\tStop\n\t }}\n\nactor DeadHalfMarine: CurbstompedMarine\n{\n States\n {\n Spawn:\nHPLA A 1900\n Loop }}\n\nactor GutsPile\n{\n Radius 1\n Height 1\n States\n {\n Spawn:\nGoto Death\nDeath:\nGUTS P 1\nGUTS P -1\n Stop }}\n\nactor GoryAshes\n{\n Radius 1\n Height 1\n States\n {\n Spawn:\nGoto Death\nDeath:\nTNT1 A 0\n\nGIBD SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS 6 A_CustomMissile (\"BurnParticles\", 8, 0, random (0, 180), 2, random (0, 180))\nGIBD SSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS 8 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\nGIBD S -1\n Loop }}\n\nactor GibsZ\n{\n Radius 1\n Height 1\n States\n {\n Spawn:\nTNT1 A 1\nTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\", \"Death3\", \"Death4\")\n\nDeath1:\nGIBS Z 1\nGIBS Z -1\nStop\n\nDeath2:\nGIBD A 1\nGIBD A -1\nStop\n\nDeath3:\nGIBD B 1\nGIBD B -1\nStop\n\nDeath4:\nGIBD C 1\nGIBD C -1\nStop }}\n// Dead on a stick ---------------\n\nACTOR DeadDeadStick: DeadStick Replaces DeadStick\n{\n\tHealth 200\n\tMass 99999999\n\tRadius 16\n\tHeight 64\n\t+SOLID\n\t+SHOOTABLE\n\tDropItem \"HealthPlus\" 128\n\tDropItem \"HealthPlus\" 128\n\tDropItem \"ArmorShard\" 128\n\tDropItem \"ArmorShard\" 128\n\tDropItem \"Stimpack\" 128\n\tDropItem \"Clips\" 128\n\tDropItem \"Shells\" 128\n bloodtype \"DeadBlood\"\n\tdamagefactor \"Fire\", 0.0\n damagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Avoid\", 0.0 damagefactor \"Taunt\", 0.0\n GibHealth 10\n\tStates\n\t{\n\t\tSpawn:\n\t\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem(\"MediumBloodSpot\",0,0)\n\t\tGoto Stand\n\tStand:\n\t\tPOL1 A 60\n TNT1 A 0 A_SpawnItemEx (\"DripingBlood\", random (-5, 5), random (-5, 5), 15)\n\t\tLoop\n Death:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_Scream\n TNT1 A 0 A_CustomMissile (\"ZombieXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n CAPT N -1\n\t\tStop\n\t}\n}\n\n// Still alive on a stick --------------------------------------------------\nACTOR DeadLiveStick: LiveStick Replaces LiveStick\n{\n\tHealth 200\n\tMass 99999999\n\tRadius 16\n\tHeight 64\n GibHealth 10\n\t+SOLID\n\t+SHOOTABLE\n\tDropItem \"HealthPlus\" 128\n\tDropItem \"HealthPlus\" 128\n\tDropItem \"ArmorShard\" 128\n\tDropItem \"ArmorShard\" 128\n\tDropItem \"Stimpack\" 128\n\tDropItem \"Clips\" 128\n\tDropItem \"Shells\" 128\n\tdamagefactor \"Fire\", 0.0\n damagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Avoid\", 0.0 damagefactor \"Taunt\", 0.0\n bloodtype \"DeadBlood\"\n\tStates\n\t{\n\tSpawn:\n\t\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem(\"MediumBloodSpot\",0,0)\n\t\tGoto Stand\n\tStand:\n\t\tPOL6 A 6\n\t\tPOL6 B 8\n\t\tPOL6 A 6\n\t\tPOL6 B 8\n\t\tPOL6 A 6\n\t\tPOL6 B 8\n\t\tPOL6 A 6\n\t\tPOL6 B 8\n TNT1 A 0 A_SpawnItemEx (\"DripingBlood\", random (-5, 5), random (-5, 5), 20)\n\t\tLoop\n Death:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_Scream\n TNT1 A 0 A_CustomMissile (\"ZombieXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n CAPT N -1\n\t\tStop\n\t}\n}\n\nACTOR DeadBloodyTwitch: BloodyTwitch Replaces BloodyTwitch\n{\n\tRadius 16\n\tHeight 68\n\tHealth 100\n\tMass 99999999\n\t-SOLID\n\t+NOGRAVITY\n\t+SPAWNCEILING\n\t+SHOOTABLE\n GibHealth 10\n damagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Avoid\", 0.0 damagefactor \"Taunt\", 0.0\n bloodtype \"DeadBlood\"\n\tDropItem \"HealthPlus\" 128\n\tDropItem \"HealthPlus\" 128\n\tDropItem \"ArmorShard\" 128\n\tDropItem \"ArmorShard\" 128\n\tdamagefactor \"Fire\", 0.0\n\tStates\n\t{\n Spawn:\n\t\tGOR1 A 1\n\t\tTNT1 A 0 Thing_ChangeTID(0,728)\n\t\tMARN A 0 ACS_ExecuteAlways(177, 0, 0, 0, 0)//Check if you are playing on an TVR!\n Goto Stand\n\tStand:\n\t\tGOR1 A 10\n\t\tTNT1 A 0 A_JumpIfInventory(\"TVRRainVerification\", 10, \"Replacerain\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"DripingBloodLeavesPool\", 0, 0, 15, 0, 0)\n\tStand2:\n\t\tGOR1 B 15\n\t\tGOR1 C 8\n\t\tGOR1 B 6\n\t\tGOR1 A 10\n\t\tGOR1 B 15\n\t\tGOR1 C 8\n\t\tGOR1 B 6\n TNT1 A 0 A_SpawnItemEx (\"DripingBlood\", random (-5, 5), random (-5, 5), 15)\n loop\n Death:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_Scream\n TNT1 A 0 A_SpawnItem (\"DeadBloodyTwitchB\")\n\t\tTNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\tReplaceRain:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"TVRRainSpawner\")\n\t\tStop\n\n\t}\n}\n\nACTOR DeadBloodyTwitchB: DeadBloodyTwitch\n{\n\tDropItem \"HealthPlus\" 0\n\tDropItem \"HealthPlus\" 0\n\tDropItem \"ArmorShard\" 0\n\tDropItem \"ArmorShard\" 0\n\tdamagefactor \"Fire\", 0.0\n Health 100\n States\n\t{\n\tSpawn:\n\t\tGOR1 D 1\n TNT1 A 0 A_SpawnItemEx(\"DripingBloodLeavesPool\", 0, 0, 15, 0, 0)\n\t\tGOR1 D 15\n Goto Stand\n\tStand:\n\t\tGOR1 D 100\n TNT1 A 0 A_SpawnItemEx (\"DripingBlood\", random (-5, 5), random (-5, 5), 15)\n loop\n Death:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_Scream\n TNT1 A 0 A_SpawnItem (\"DeadBloodyTwitchC\")\n\t\tTNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}\n\nACTOR DeadBloodyTwitchC: DeadBloodyTwitchB\n{\n\t-SHOOTABLE\n\tdamagefactor \"Fire\", 0.0\n States\n\t{\n\tSpawn:\n\t\tGOR1 E 10\n loop\n\t}\n}\n\n// Meat 2 ------------------------------------------------------------------\nACTOR HangingBody: Meat2 Replaces Meat2\n{\n\tRadius 16\n\tHeight 84\n\tHealth 100\n\tMass 99999999\n\t+SOLID\n\t+NOGRAVITY\n\t+SPAWNCEILING\n\t+SHOOTABLE\n GibHealth 10\n\tdamagefactor \"Fire\", 0.0\n\tDropItem \"HealthPlus\" 128\n\tDropItem \"HealthPlus\" 128\n\tDropItem \"HealthPlus\" 128\n\tDropItem \"ArmorShard\" 128\n\tDropItem \"ArmorShard\" 128\n damagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Avoid\", 0.0 damagefactor \"Taunt\", 0.0\n bloodtype \"DeadBlood\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"DripingBloodLeavesPool\", 0, 0, 15, 0, 0)\n\t\tGOR2 A 50\n Goto Stand\n\tStand:\n\t\tGOR2 A 100\n TNT1 A 0 A_SpawnItemEx(\"DripingBlood\", 0, 0, 15, 0, 0)\n loop\n Death:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_Scream\n TNT1 A 0 A_SpawnItem (\"HangingPairOfLegs\")\n\t\tTNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\t}\n}\n\nACTOR HangingPairOfLegs: DeadBloodyTwitchB Replaces Meat4\n{\n Health 100\n\tdamagefactor \"Fire\", 0.0\n States\n\t{\n\t\tSpawn:\n\t\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"DripingBloodLeavesPool\", 0, 0, 15, 0, 0)\n\t\tGOR2 B 25\n Goto Stand\n\tStand:\n\t\tGOR2 B 83\n TNT1 A 0 A_SpawnItemEx(\"DripingBlood\", 0, 0, 15, 0, 0)\n loop\n Death:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_Scream\n TNT1 A 0 A_SpawnItem (\"Meat2C\")\n\t\tTNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}\n\nACTOR NSHangingBody : HangingBody Replaces NonsolidMeat2\n{\n\tGame Doom\n\n}\n\nACTOR NSHangingPairOfLegs : HangingPairOfLegs Replaces NonsolidMeat4\n{\n\tGame Doom\n\n}\n\nACTOR Meat2C: DeadBloodyTwitchB\n{\n\t-SHOOTABLE\n\tdamagefactor \"Fire\", 0.0\n States\n\t{\n\tSpawn:\n\t\tGOR2 C 10\n loop\n\t}\n}\n\n// Meat 3 ------------------------------------------------------------------\nACTOR HangingDeadGuyNoLeg: Meat3 Replaces Meat3\n{\n\tRadius 16\n\tHeight 84\n\tHealth 100\n\tMass 99999999\n\t+SOLID\n\t+NOGRAVITY\n\t+SPAWNCEILING\n\t+SHOOTABLE\n GibHealth 10\n\tdamagefactor \"Fire\", 0.0\n\tDropItem \"HealthPlus\" 128\n\tDropItem \"HealthPlus\" 128\n\tDropItem \"ArmorShard\" 128\n\tDropItem \"ArmorShard\" 128\n damagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Avoid\", 0.0 damagefactor \"Taunt\", 0.0\n bloodtype \"DeadBlood\"\n\tStates\n\t{\n\n\tSpawn:\n\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"DripingBloodLeavesPool\", 0, 0, 15, 0, 0)\n\t\tGOR3 A 36\n Goto Stand\n\tStand:\n\t\tGOR3 A 100\n TNT1 A 0 A_SpawnItemEx(\"DripingBlood\", 0, 0, 15, 0, 0)\n loop\n\n Death:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_Scream\n TNT1 A 0 A_SpawnItem (\"HangingLeg\")\n\t\tTNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\t}\n}\n\nACTOR HangingLeg: DeadBloodyTwitchB Replaces Meat5\n{\n\tRadius 16\n\tHeight 84\n\tHealth 100\n\tdamagefactor \"Fire\", 0.0\n States\n\t{\n\tSpawn:\n\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"DripingBloodLeavesPool\", 0, 0, 15, 0, 0)\n\t\tGOR3 B 15\n Goto Stand\n\tStand:\n\t\tGOR3 B 100\n TNT1 A 0 A_SpawnItemEx(\"DripingBlood\", 0, 0, 15, 0, 0)\n loop\n\n Death:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_Scream\n TNT1 A 0 A_SpawnItem (\"Meat3C\")\n\t\tTNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}\n\nACTOR Meat3C: DeadBloodyTwitchB\n{\n\tRadius 16\n\tHeight 84\n\t-SHOOTABLE\n\tdamagefactor \"Fire\", 0.0\n States\n\t{\n\tSpawn:\n\t\tGOR3 C 10\n loop\n\t}\n}\n\nACTOR NSHangingDeadGuyNoLeg : HangingDeadGuyNoLeg Replaces NonsolidMeat3\n{\n\tGame Doom\n\n}\n\nACTOR NSHangingLeg : HangingLeg Replaces NonsolidMeat5\n{\n\tGame Doom\n\n}\n\n// Nonsolid bloody twitch --------------------------------------------------\nACTOR DeadNonsolidTwitch : DeadBloodyTwitch Replaces NonsolidTwitch\n{\n\tGame Doom\n\n}\n\n// Hanging with no guts ----------------------------------------------------\nACTOR DeadHangNoGuts: HangNoGuts Replaces HangNoGuts\n{\n\tRadius 20\n\tHeight 90\n\tHealth 100\n\tMass 999999\n\t+SOLID\n\t+NOGRAVITY\n\t+SPAWNCEILING\n\t+SHOOTABLE\n GibHealth 30\n\tdamagefactor \"Fire\", 0.0\n damagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Avoid\", 0.0 damagefactor \"Taunt\", 0.0\n bloodtype \"DeadBlood\"\n\tStates\n\t{\n Spawn:\n\tTNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"DripingBloodLeavesPool\", 0, 0, 15, 0, 0)\n\t\tHDB1 A 15\n Goto Stand\n\tStand:\n\t\tHDB1 A 90\n TNT1 A 0 A_SpawnItemEx(\"DripingBlood\", 0, 0, 15, 0, 0)\n loop\n Death:\n TNT1 A 0 A_SpawnItem (\"DeadHangNoGuts\")\n Stop\n\tXDeath:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\t}\n}\n\n// Hanging from bottom with no brain ---------------------------------------\nACTOR DeadHangBNoBrain: HangBNoBrain Replaces HangBNoBrain\n{\n\tRadius 16\n\tHeight 88\n\tHealth 100\n\tMass 999999\n\t+SOLID\n\t+NOGRAVITY\n\t+SPAWNCEILING\n\t+SHOOTABLE\n GibHealth 30\n\tdamagefactor \"Fire\", 0.0\n damagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Avoid\", 0.0 damagefactor \"Taunt\", 0.0\n bloodtype \"DeadBlood\"\n\tStates\n\t{\n\n\t Spawn:\n\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"DripingBloodLeavesPool\", 0, 0, 15, 0, 0)\n\t\tHDB2 A 30\n Goto Stand\n\tStand:\n\t\tHDB2 A 90\n TNT1 A 0 A_SpawnItemEx(\"DripingBlood\", 0, 0, 15, 0, 0)\n loop\n\n Death:\n TNT1 A 0 A_SpawnItem (\"DeadHangBNoBrain\")\n Stop\n\tXDeath:\n\t\tTNT1 A 0 A_CustomMissile (\"HalfManDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\t}\n}\n\n// Hanging from top, looking down ------------------------------------------\nACTOR DeadHangTLookingDown: HangTLookingDown Replaces HangTLookingDown\n{\n\tRadius 16\n\tHeight 64\n\tHealth 50\n\tMass 999999\n\t+SOLID\n\t+NOGRAVITY\n\t+SPAWNCEILING\n\t+SHOOTABLE\n GibHealth 30\n\tdamagefactor \"Fire\", 0.0\n damagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Avoid\", 0.0 damagefactor \"Taunt\", 0.0\n bloodtype \"DeadBlood\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"DripingBloodLeavesPool\", 0, 0, 15, 0, 0)\n\t\tHDB3 A 20\n Goto Stand\n\tStand:\n\t\tHDB3 A 90\n TNT1 A 0 A_SpawnItemEx(\"DripingBlood\", 0, 0, 15, 0, 0)\n loop\n Death:\n TNT1 A 0 A_SpawnItem (\"DeadHangTLookingDown\")\n Stop\n\tXDeath:\n\t\tTNT1 A 0 A_CustomMissile (\"HalfManDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\t }\n}\n\n// Hanging from top, looking up --------------------------------------------\nACTOR DeadHangTLookingUp: HangTLookingUp Replaces HangTLookingUp\n{\n\tRadius 16\n\tHeight 64\n\tHealth 50\n\tMass 999999\n\t+SOLID\n\t+NOGRAVITY\n\t+SPAWNCEILING\n\t+SHOOTABLE\n GibHealth 30\n\tdamagefactor \"Fire\", 0.0\n damagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Avoid\", 0.0 damagefactor \"Taunt\", 0.0\n bloodtype \"DeadBlood\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"DripingBloodLeavesPool\", 0, 0, 15, 0, 0)\n\t\tHDB5 A 20\n Goto Stand\n\tStand:\n\t\tHDB5 A 90\n TNT1 A 0 A_SpawnItemEx(\"DripingBlood\", 0, 0, 15, 0, 0)\n loop\n Death:\n TNT1 A 0 A_SpawnItem (\"DeadHangTLookingUp\")\n Stop\n\tXDeath:\n\t\tTNT1 A 0 A_CustomMissile (\"HalfManDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\t}\n}\n\n// Hanging from top, skully ------------------------------------------------\nACTOR DeadHangTSkull: HangTSkull replaces HangTSkull\n{\n\tRadius 16\n\tHeight 64\n\tHealth 30\n\tMass 999999\n\t+SOLID\n\t+NOGRAVITY\n\t+SPAWNCEILING\n\t+SHOOTABLE\n GibHealth 30\n\tdamagefactor \"Fire\", 0.0\n damagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Avoid\", 0.0 damagefactor \"Taunt\", 0.0\n bloodtype \"DeadBlood\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"DripingBloodLeavesPool\", 0, 0, 15, 0, 0)\n\t\tHDB4 A 20\n Goto Stand\n\tStand:\n\t\tHDB4 A 90\n TNT1 A 0 A_SpawnItemEx(\"DripingBlood\", 0, 0, 15, 0, 0)\n loop\n Death:\n TNT1 A 0 A_SpawnItem (\"DeadHangTSkull\")\n Stop\n\tXDeath:\n\t\tTNT1 A 0 A_CustomMissile (\"HalfManDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\t}\n}\n\n// Hanging from top without a brain ----------------------------------------\nACTOR DeadHangTNoBrain: HangTNoBrain Replaces HangTNoBrain\n{\n\tRadius 16\n\tHeight 64\n\tHealth 50\n\tMass 999999\n\t+SOLID\n\t+NOGRAVITY\n\t+SPAWNCEILING\n\t+SHOOTABLE\n GibHealth 30\n\tdamagefactor \"Fire\", 0.0\n damagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Avoid\", 0.0 damagefactor \"Taunt\", 0.0\n bloodtype \"DeadBlood\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"DripingBloodLeavesPool\", 0, 0, 15, 0, 0)\n\t\tHDB6 A 50\n Goto Stand\n\tStand:\n\t\tHDB6 A 90\n TNT1 A 0 A_SpawnItemEx(\"DripingBlood\", 0, 0, 15, 0, 0)\n loop\n Death:\n TNT1 A 0 A_SpawnItem (\"DeadHangTNoBrain\")\n Stop\n\tXDeath:\nTNT1 A 0 A_CustomMissile (\"HalfManDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}\n\nACTOR DyingComando\n{\n\tGame Doom\n\tRadius 21\n\tHeight 15\n\tHealth 40\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n +FORCEXYBILLBOARD\n\t-SOLID\n\t+SHOOTABLE\n\tScale 1.0\n damagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Avoid\", 0.0 damagefactor \"Taunt\", 0.0\n\tStates\n\t{\n\tSpawn:\n CFTB AB 10\n\tGoto Suffer\n\tSuffer:\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_Pain\n\t CFTB AB 12\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_Pain\n\t CFTB AB 12\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_Pain\n\t CFTB AB 12\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_Pain\n\t CFTB AB 12\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_Pain\n\t CFTB AB 12\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_Pain\n\t CFTB AB 11\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_Pain\n\t CFTB AB 11\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_Pain\n\t CFTB AB 11\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_Pain\n\t CFTB AB 11\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_Pain\n\t CFTB AB 11\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_Pain\n\t CFTB AB 11\n\t\tGoto Dead\n\tDead:\n\t CFTB C 1\n TNT1 A 1 A_SpawnItem (\"BrutalizedDeadChaingunGuy\", 3)\n\t\tStop\n\tDeath:\n\t CFTB D 1\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAA 0 A_CustomMissile (\"Xdeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 1 A_SpawnItem (\"SuperBrutalizedDeadChaingunGuy\", 3)\n\t\tStop\n\tXDeath:\n //TNT1 A 0 A_SpawnItemEx (\"XDeathChainHead\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"ChainXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tStop\n\t}\n}\n\nACTOR DyingRevenant\n{\n\tGame Doom\n\tRadius 16\n\tHeight 60\n\tHealth 40\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\tScale 1.0\n damagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Avoid\", 0.0 damagefactor \"Taunt\", 0.0\n\tStates\n\t{\n\tSpawn:\n FRVX A 1\n\tGoto Suffer\n\tSuffer:\n FRVX AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_SpawnItem (\"Big_Blood\", 0, 40)\n\t\tGoto Death\n\tDeath:\n\t FRVX B 8\n\t\tFRVX C -1\n\t\tStop\n\tXDeath:\n TNT1 A 0 A_CustomMissile (\"SkeletonXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\tStop\n\t}\n}\n\nACTOR ColonGibs2 Replaces ColonGibs\n{\n\tGame Doom\n\tSpawnID 147\n\tRadius 20\n\tHeight 4\n\t+NOBLOCKMAP\n\t+MOVEWITHSECTOR\n\tStates\n\t{\n\tVanilla:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"VanillaColonGibs\")\n\t\tStop\n\n\tSpawn:\n\t\tTTRB A 0\n\t\tMARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 1\n\n\tStay:\n\t POB1 A 8\n\t TNT1 A 0 A_SpawnItem(\"MediumBloodSpot\",0,0)\n\t\tPOB1 A -1\n\t\tStop\n\t}\n}\n\nACTOR SmallBloodPool2 Replaces SmallBloodPool\n{\n\tGame Doom\n\tSpawnID 148\n\tRadius 20\n\tHeight 1\n\t+NOBLOCKMAP\n\t+MOVEWITHSECTOR\n\tStates\n\t{\n\tVanilla:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"VanillaSmallBloodPool\")\n\t\tStop\n\n\tSpawn:\n\t\tTTRB A 0\n\t\tMARN A 0 ACS_ExecuteAlways(795, 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tTNT1 A 1\n\n\tStay:\n\t POB2 A 6\n\t TNT1 A 0 A_SpawnItem(\"MediumBloodSpot\",0,0)\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR VanillaSmallBloodPool: SmallBloodPool\n{\n\tStates\n\t{\n\tSpawn:\n\t POB2 A 1\n\t\tPOB2 A -1\n\t\tStop\n\t}\n}\n\nACTOR VanillaColonGibs: SmallBloodPool\n{\n\tStates\n\t{\n\tSpawn:\n\t POB1 A 1\n\t\tPOB1 A -1\n\t\tStop\n\t}\n}\n\n// brain stem lying on the ground ------------------------------------------\nACTOR BrainStem2 Replaces BrainStem\n{\n\tGame Doom\n\tSpawnID 150\n\tRadius 20\n\tHeight 4\n\t+NOBLOCKMAP\n\t+MOVEWITHSECTOR\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem(\"MediumBloodSpot\",0,0)\n\t\tBRS1 A -1\n\t\tStop\n\t}\n}\n\nACTOR RealGibs2 Replaces RealGibs\n{\n +DROPOFF\n +CORPSE\n +NOTELEPORT\n +DONTGIB\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"MediumBloodSpot\",0,0)\n POL5 A -1\n Stop\n }\n}\n\nACTOR Gibs2 : RealGibs2 Replaces Gibs\n{\n Game Doom\n SpawnID 146\n ClearFlags\n}\n\nactor VeryFuckedUpRevenant: CurbstompedMarine\n{\n States\n {\n Spawn:\nREVH L 1900\n Loop }}\n\nactor MarineFatalizedByRevenant: CurbstompedMarine\n{\n States\n {\n Spawn:\nREFP K 1900\n Loop }}\n\nactor CrushedRemains: CurbstompedMarine\n{\n-SHOOTABLE\n States\n {\n Spawn:\nCRS1 A 1\nTNT1 A 0 A_SpawnItem(\"SplatteredLarge\")\nCRS1 A -1\n Stop }}\n\nactor PlayerJustGotCutInHalf: CurbstompedMarine\n{\n States\n {\n Spawn:\nXPL2 GHIJKL 5\nXPL2 L -1 A_SpawnItem(\"MediumBloodSpot\")\n Stop }}\n\nactor DeadNazi: CurbstompedMarine\n{\nStates\n{\nSpawn:\nNAZI L -1\nStop\n}\n}"
},
{
"source": "pk3",
"name": "M_DEMONS.txt",
"contents": "//===========================================================================\n//\n// Demon\n//\n//===========================================================================\n\nActor EatMe : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonBleedingOut : Inventory\n{\ninventory.maxamount 50\n}\n\nACTOR BullDemon: Demon Replaces Demon\n{\n GibHealth 35\n\t//Radius 30\n\tHealth 200\n Scale 1.1\n\tHeight 56\n\tRadius 22\n\tMass 400\n Speed 11\n FastSpeed 9 //yes, his fast speed is slower because it would make him sanic fast if it was default.\n\tPainChance \"Saw\", 200\n\tPainChance \"Cut\", 200\n\tPainChance \"Kick\", 255\n damagefactor \"Crush\", 10.0\n damagefactor \"SSG\", 5.0\n\tdamagefactor \"Avoid\", 0.0\n\tdamagefactor \"GibRemoving\", 0.0\n\tdamagefactor \"SSG\", 5.0\n\tdamagefactor \"TeleportRemover\", 0.0\n\tDamageFactor \"CauseObjectsToSplash\", 0.0\n\t+CANPASS\n\tMonster\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Shrapnel\", 0.3\n\t+FLOORCLIP\n\n\tSeeSound \"demon/sight\"\n\tAttackSound \"demon/melee\"\n\tPainSound \"demon/pain\"\n\tDeathSound \"demon/death\"\n\tActiveSound \"PINKIDL\"\n BloodType \"Brutal_Blood\", \"BloodSPlatterReplacer\", \"SawBlood\"\n\tDamageType Eat\n\tMaxStepHeight 32\n\tMaxDropOffHeight 32\n\tDropItem \"DemonStrengthRune\" 2\n\tdamagefactor \"cut\", 0.7\n\tdamagefactor \"saw\", 0.7\n\tStates\n\t{\n\n\tReplaceVanilla:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaDemon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tStop\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\n\tSpawned:\n\t\tTNT1 A 0 A_JumpIfInventory(\"EatMe\", 1, \"Eat\")\n\t\tSARG YZYZYZYZYZ 10 A_Look\n\t\tLoop\n\n\tForget:\n\tTNT1 A 0 A_ClearTarget\n\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 15)\n\tSearchPlayer:\n\tIdle:\n\n\t\tSARG YZ 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle - 40)\n\t\tSARG YZ 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle + 40)\n\t\tSARG YZ 10 A_Look\n\n\t\tSARG A 0 A_Wander\n\t\tSARG A 2 A_Look\n\t\tSARG A 0 A_Wander\n\t\tSARG A 2 A_Look\n\t\tSARG B 0 A_Wander\n\t\tSARG B 2 A_Look\n\t\tSARG B 0 A_Wander\n\t\tSARG B 2 A_Look\n\t\tSARG C 0 A_Wander\n\t\tSARG C 2 A_Look\n\t\tSARG C 0 A_Wander\n\t\tSARG C 2 A_Look\n\t\tSARG D 0 A_Wander\n\t\tSARG D 2 A_Look\n\t\tSARG D 0 A_Wander\n\t\tSARG D 2 A_Look\n\n\t\tTNT1 A 0 A_Jump(128, \"SearchPlayer\")\n\n\t\tSARG A 0 A_Wander\n\t\tSARG A 2 A_Look\n\t\tSARG A 0 A_Wander\n\t\tSARG A 2 A_Look\n\t\tSARG B 0 A_Wander\n\t\tSARG B 2 A_Look\n\t\tSARG B 0 A_Wander\n\t\tSARG B 2 A_Look\n\t\tSARG C 0 A_Wander\n\t\tSARG C 2 A_Look\n\t\tSARG C 0 A_Wander\n\t\tSARG C 2 A_Look\n\t\tSARG D 0 A_Wander\n\t\tSARG D 2 A_Look\n\t\tSARG D 0 A_Wander\n\t\tSARG D 2 A_Look\n\n\t\tGoto SearchPlayer\n\n\tSee:\n\tTNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\n\tSeeContinue:\n\tTNT1 A 0\n\n\tTNT1 A 0 A_JumpIfInventory(\"ZombieManFatality\", 1, \"FatalityZombieman\")\n\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality\", 1, \"FatalityImp\")\n\tTNT1 A 0 A_JumpIfInventory(\"ComandoFatality\", 1, \"FatalityComando\")\n\t\tTNT1 A 0 A_CheckSight(\"SeeNoSee\")\n TNT1 A 0 A_JumpIfInventory(\"EatMe\", 1, \"Eat\")\n //TNT1 A 0 A_SpawnItemEx(\"FootSep6\", 0, 0, 30, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 17)\n\t\tSARG AA 2 A_Chase\n\t\tSARG BB 2 A_Chase\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootSep6\", 0, 0, 30, 0, 0)\n\t\tSARG CC 2 A_Chase\n\t\tSARG DD 2 A_Chase\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"Idle\")\n\t\tLoop\n\n\tSeeNoSee:\n //TNT1 A 0 A_SpawnItemEx(\"FootSep6\", 0, 0, 30, 0, 0)\n\t\tSARG AA 2 A_Chase\n\t\tSARG BB 2 A_Chase\n\t\tSARG CC 2 A_Chase\n\t\tSARG DD 2 A_Chase\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 15, \"Forget\")\n\t\tGoto See\n\n\tSeeNeverSeen:\n //TNT1 A 0 A_SpawnItemEx(\"FootSep6\", 0, 0, 30, 0, 0)\n\t\tSARG AA 2 A_Chase\n\t\tSARG BB 2 A_Chase\n\t\tSARG CC 2 A_Chase\n\t\tSARG DD 2 A_Chase\n\t\tLoop\n\n\tMelee:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 100)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ComeEatMeDemon\", 1, \"MeleeDown\")\n\t\tSARG E 6 A_FaceTarget\n\t\tSARG F 6 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"DemonAttack\",40,0,0,0)\n\t\tSARG G 12 A_CustomMissile(\"DemonAttack\",5,0,0,0)\n\n\tTNT1 A 0 A_JumpIfInventory(\"ZombieManFatality\", 1, \"FatalityZombieman\")\n\tTNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\tTNT1 A 0 A_JumpIfInventory(\"ImpFatality\", 1, \"FatalityImp\")\n\tTNT1 A 0 A_JumpIfInventory(\"ComandoFatality\", 1, \"FatalityComando\")\n\nTNT1 A 0 A_JumpIfInventory(\"EatMe\", 1, \"Eat\")\n\t\tGoto SeeContinue\n\n\t\tMeleeDown:\n\t\tPDEV A 6 A_FaceTarget\n\t\tPDEV B 6 A_FaceTarget\n\t\tPDEV C 12 A_CustomMissile(\"DemonAttack\",5,0,0,0)\n\t TNT1 A 0 A_JumpIfInventory(\"ZombieManFatality\", 1, \"FatalityZombieman\")\n\t TNT1 A 0 A_JumpIfInventory(\"SergeantFatality\", 1, \"FatalitySergeant\")\n\t TNT1 A 0 A_JumpIfInventory(\"ImpFatality\", 1, \"FatalityImp\")\n\t TNT1 A 0 A_JumpIfInventory(\"ComandoFatality\", 1, \"FatalityComando\")\n TNT1 A 0 A_Jump(32, \"EatFast\")\n\t\tGoto SeeContinue\n\n\tPain:\n\t\tSARG H 2\n\t\tSARG H 2 A_Pain\n\t\tGoto SeeContinue\n\n\tPain.Melee:\n\t\tSARG H 3\n\t\tSARG H 3 A_Pain\n\t\tGoto SeeContinue\n\n\tPain.Shotgun:\n TNT1 A 0 A_Pain\n TNT1 A 0\n //TNT1 A 0 ThrustThingZ(0,30,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (2)\n SARG H 2\n\t\t //DEMP A 4\n\t\t SARG H 2\n Goto SeeContinue\n\n Pain.Kick:\n\tPain.HeavyImpact:\n SARG A 1 A_Pain\n SARG A 1 A_FaceTarget\n //TNT1 A 0 ThrustThingZ(0,30,0,1)\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_Recoil (15)\n SARG H 4\n\t\t //DEMP B 6\n\t\t SARG H 4\n Goto SeeContinue\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Jump(96, \"LeftDeath\")\n TNT1 A 0 A_Jump(96, 13)\n\t\tTNT1 AAA 0\n\t\tSARG I 8\n\t\tSARG J 8 A_Scream\n\t\tSARG K 4\n\t\tSARG L 4 A_NoBlocking\n\t\tSARG M 4\n TNT1 A 0 A_SpawnItem (\"DeadDemon1\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tStop\n TNT1 AAAAAAAAA 0\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathDemonArm\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tSAAR A 8 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tSAAR B 8 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"PoorPinkyLostHisArm\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n Stop\n\n\t\tLeftDeath:\n\t\tS2RG I 8\n\t\tS2RG J 8 A_Scream\n\t\tS2RG K 4\n\t\tS2RG L 4 A_NoBlocking\n\t\tS2RG M 4\n TNT1 A 0 A_SpawnItem (\"DeadDemon1Left\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tStop\n\n\t\tCleanDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(96, \"LeftDeath\")\n\t\tSARG I 8\n\t\tSARG J 8 A_Scream\n\t\tSARG K 4\n\t\tSARG L 4 A_NoBlocking\n\t\tSARG M 4\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 0 A_SpawnItem (\"DeadDemon1\", 1)\n\t\tStop\n\n\t\tDeath.Kick:\n\t\tDeath.Melee:\n\t\tDeath.SuperKick:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(5)\n\t\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\t\tGoto CleanDeath\n\n\t\tDeath.Shotgun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Strong\")\n\t\tGoto Death+4\n\n\t\tDeath.Strong:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, \"DeathRemoveArm\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathBrain1\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathBrain2\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", random (45, 55), random (5, -5), random (160, 200), 2, random (-10, 10))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", random (45, 55), random (5, -5), random (160, 200), 2, random (-10, 10))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 50, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"BaronHeadPiece\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\t//TNT1 A 0 A_CustomMissile (\"PinkyJaw\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tSARH AAAAAAA 2 A_CustomMissile (\"Brutal_LiquidBlood\", 40, 0, random (0, 360), 2, random (30, 110))\n\t\tSARH BBBBBB 2 A_CustomMissile (\"Brutal_LiquidBlood\", 40, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\n\t\tSARH CCCCCC 2 A_CustomMissile (\"Brutal_LiquidBlood\", 30, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tSARH DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"DeadDemonNoHead\")\n Stop\n\n\t\tDeath.Saw:\n\t\tTNT1 A 0 A_Jump(32, \"Death\")\n\t TNT1 A 0 A_CustomMissile (\"XDeathStomach\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tSARG O 8\n\t\tSARG P 8 A_Scream\n\t\tSARG Q 4 A_NoBlocking\n\t\tSARG RRSSTT 2 A_CustomMissile (\"Brutal_LiquidBlood\", 30, 0, random (0, 360), 2, random (30, 110))\n TNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tSARG TTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTTT 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tSARG T -1\n\t Stop\n\n\t\tDeath.Cut:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Jump(32, \"Death\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHalfDemon\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathStomach\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tSARC AAABBBCCCDDD 3 A_CustomMissile (\"Brutal_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tSARC DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood\", 15, 0, random (0, 360), 2, random (30, 110))\n\t\tSARC D 0 A_SpawnItem(\"DeadDemonHalf23\")\n\t\tStop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\t SARC A 1 A_Pain\n\t SARC A 1 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t TNT1 AAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 35, 0, random (170, 190), 2, random (0, 40))\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMist\", 42, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"BaronHeadPiece\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"PinkyJaw\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathDemonArm\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n SARC AAABBBCCCDDD 3 A_CustomMissile (\"Brutal_LiquidBlood\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tSARC DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood\", 15, 0, random (0, 360), 2, random (30, 110))\n\t\tSARC D 0 A_SpawnItem(\"DeadDemonHalf23\")\n Stop\n\n\t Death.SuperPunch:\n\t Death.ExtremePunches:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_JumpIfInTargetInventory(\"HeavyStrikeRight\", 1, \"HeavyPunchRight\")\n\t\t TNT1 A 0 A_JumpIfInTargetInventory(\"HeavyStrikeLeft\", 1, \"HeavyPunchLeft\")\n\t\t //TNT1 A 0 A_JumpIfInTargetInventory(\"HeavyStrikeUpper\", 1, \"HeavyPunchUpper\")\n\t\t TNT1 A 0 ThrustThingZ(0,45,0,1)\n\t\t Goto Death.SSG\n\n\t TNT1 A 0\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\", 1)\n\t\tPOSL A 1 A_Chase(\"\", \"\")\n\t\tPOSL A 1 A_Pain\n\t TNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tTNT1 A 0 ThrustThingZ(0,45,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\n\t POSL ABCDE 6\n\t\tPOSL F -1\n\t\tStop\n\n\tHeavyPunchRight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ThrustTHing(angle*256/360+64, 10, 0)\n\t\tTNT1 A 0 A_Jump(128, \"Death.LandMine\")\n\t\tGoto BlownAwayLeft\n\n\tHeavyPunchLeft:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ThrustTHing(angle*256/360+192, 10, 0)\n\t\tGoto BlownAwayRight\n\n\tDeath.CutLEss:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Jump(32, \"Death.Cut\")\n\t\tTNT1 A 0 A_Jump(132, \"DeathRemoveArm\")\n\t\tGoto Death\n\n\t\tCrush:\n\t Death.Stomp:\n\t TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tSARG IJKL 2\n\t TNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\")\n\t\tTNT1 AAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2b\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3b\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n DeathRemoveArm:\n\tGoto Death+14\n\n\t Death.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedDemonArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedDemonLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n\tDeath.SuperPlasma:\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedDemonArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedDemonLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t\t // TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t //TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t //TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n SPRG ABCDEF 6\n CARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 10 A_CustomMissile (\"SmallSmoke\", 25, 0, random (0, 360), 2, random (70, 110))\n CARB J -1\n Stop\n\n\t Death.Fire:\n TNT1 A 0\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"BurningDemon\", 0, 10)\n Stop\n\n Death.Fatality:\n\t TNT1 A 0 A_Pain\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto Death.ExplosiveImpact\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_Jump(256, \"DemonFatality1\", \"DemonFatality2\", \"DemonFatality3\")\n\n\t\tDemonFatality1:\n TNT1 A 0 A_GiveToTarget(\"DemonFatality\", 1)\n Stop\n\t\tDemonFatality2:\n TNT1 A 0 A_GiveToTarget(\"DemonFatality2\", 1)\n TNT1 A 0\n\t\tStop\n\t\tDemonFatality3:\n TNT1 A 0 A_GiveToTarget(\"DemonFatality3\", 1)\n TNT1 A 0\n\t\tStop\n\n\tDeath.BHFT:\n Death.BHFT:\n\tDeath.RVFT:\n\t TNT1 A 1 A_Pain\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"DemonFatality\", 1)\n TNT1 A 0\n\t\tStop\n\n\tXDeath:\n\tDEath.Explosive:\n\t TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 42, 0, random (0, 190), 2, random (10, 60))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 42, 0, random (0, 190), 2, random (10, 60))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 42, 0, random (0, 190), 2, random (10, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 42, 0, random (0, 190), 2, random (10, 60))\n\t TNT1 A 0 A_CustomMissile (\"BullXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t Stop\n\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,25,0,1)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIf(angle < 180, \"IsFacingNorth\")\n\t\tTNT1 A 0 A_JumpIf(velx < 0, \"BlownAwayRight\")\n\t\tTNT1 A 0 A_JumpIf(velx > 0, \"BlownAwayLeft\")\n\t\tGoto XDeath\n\t\tIsFacingNorth:\n\t\tTNT1 A 0 A_JumpIf(velx > 0, \"BlownAwayRight\")\n\t\tTNT1 A 0 A_JumpIf(velx < 0, \"BlownAwayLeft\")\n\t\tGoto XDeath\n\n\tBlownAwayLeft:\n\t\tTNT1 A 0\n\t TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\", 1)\n\t TNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathStomach\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBullLeg12\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathDemonArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2b\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3b\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathPinkyDemonHead\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMistLarge\", 40, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_Xscream\n\t SRRD ABCD 5 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, 0, 2, 90)\n\t\tSRRD DDDDDDDDDD 3 A_CheckFloor(\"LandBlownAwayLeft\")\n\t\tLandBlownAwayLeft:\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadDemonSRRDE\")\n\t\tStop\n\n\tBlownAwayRight:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\", 1)\n\t TNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathStomach\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBullLeg12\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathDemonArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2b\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3b\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathPinkyDemonHead\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMistLarge\", 40, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_Xscream\n\t SRRD FGHI 5 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, 0, 2, 90)\n\t\tSRRD GGGGGGGGGG 3 A_CheckFloor(\"LandBlownAwayRight\")\n\t\tLandBlownAwayRight:\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadDemonSRRDJ\")\n\t\tStop\n\n\tRaise:\n\t\tSARG N 5\n\t\tSARG MLKJI 5\n\t\tGoto See\n\n Pain.KillMe:\n Pain.Taunt:\n TNT1 A 0\n Goto See\n Death.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"Demon\")\n Stop\n\n FatalityZombieman:\n TNT1 A 0 A_SetInvulnerable\n SARK DEDEDEDEDE 10 A_CustomMissile (\"MuchBlood2\", 45, 0, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHalfZombieManDown\", 20, 0, random(0, 360), 2, random (0, 160))\n\n\t\tTNT1 A 0 A_TakeInventory(\"ZombiemanFatality\",1)\n TNT1 A 0 A_UnSetInvulnerable\n Goto See\n\n\t FatalitySergeant:\n TNT1 A 0 A_SetInvulnerable\n SARK FGFGFGFGFG 10 A_CustomMissile (\"MuchBlood2\", 45, 0, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHalfZombieManDown\", 20, 0, random(0, 360), 2, random (0, 160))\n\n TNT1 A 0 A_TakeInventory(\"SergeantFatality\",1)\n TNT1 A 0 A_UnSetInvulnerable\n Goto See\n\n\t FatalityComando:\n TNT1 A 0 A_SetInvulnerable\n SARK JKJKJKJKJK 10 A_CustomMissile (\"MuchBlood2\", 45, 0, random (0, 360), 2, random (0, 160))\n\n TNT1 A 0 A_TakeInventory(\"ComandoFatality\",1)\n TNT1 A 0 A_UnSetInvulnerable\n Goto See\n\n\t FatalityImp:\n TNT1 A 0 A_SetInvulnerable\n SARK HIHIHIHIHI 10 A_CustomMissile (\"MuchBlood2\", 45, 0, random (0, 360), 2, random (0, 160))\n\n TNT1 A 0 A_TakeInventory(\"ImpFatality\",1)\n TNT1 A 0 A_UnSetInvulnerable\n Goto See\n\n\tEat:\n TNT1 A 0 A_TakeInventory (\"EatMe\", 1)\n\t\tSARK A 20 A_Look\n TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tSARK B 10 A_Look\n\n\t\tSARK A 10 A_Look\n TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tSARK B 10 A_Look\n\n\t\tSARK A 10 A_Look\n TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tSARK B 10 A_Look\n\n\t\tSARK A 10 A_Look\n TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tSARK B 10 A_Look\n\n\t\tSARK A 10 A_Look\n TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tSARK B 10 A_Look\n\n\t\tSARK A 10 A_Look\n TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tSARK B 10 A_Look\n\n\t\tSARK A 10 A_Look\n TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tSARK B 10 A_Look\n\n\t\tSARK A 10 A_Look\n TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tSARK B 10 A_Look\n\n\t\tSARK A 10 A_Look\n TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tSARK B 10 A_Look\n\n\t\tSARK A 10 A_Look\n TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tSARK B 10 A_Look\n\n\t\tSARK A 10 A_Look\n TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tSARK B 10 A_Look\n\n\t\tSARK A 10 A_Look\n TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tSARK B 10 A_Look\nGoto Spawn\n Death.Eat:\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n Stop\n\n\tEatFast:\n TNT1 A 0 A_TakeInventory (\"EatMe\", 1)\n\t\tSARK A 20 A_Look\n TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tSARK B 10 A_Look\n\n\t\tSARK A 10 A_Look\n TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tSARK B 10 A_Look\n\n\t\tSARK A 10 A_Look\n TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tSARK B 10 A_Look\n\n\t\tSARK A 10 A_Look\n TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tSARK B 10 A_Look\n\n\t\tSARK A 10 A_Look\n TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 35, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tSARK B 10 A_Look\n\n\t\tGoto MeleeDown\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenDemon\")\n\tStop\n\n\tDeath.Massacre:\n\tGoto Death\n\n\t}\n}\n\nACTOR ArmlessDemon: Bulldemon\n{\nHealth 100\n+LOOKALLAROUND\n+NOPAIN\nStates\n\t{\n\n\tPain.KillMe:\n Pain.Taunt:\n TNT1 A 0\n Goto See\n\n\tIdle:\n\tSpawn:\n\t\tSG1A A 2 A_Look\n\t\tTNT1 A 0 A_GiveInventory(\"DemonBleedingOut\", 2)\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_LiquidBlood3\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tLoop\n\tSee:\n\t\tSG1A AA 2 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_LiquidBlood3\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tSG1A BB 2 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_LiquidBlood3\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tSG1A CC 2 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_LiquidBlood3\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tSG1A DD 2 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_GiveInventory(\"DemonBleedingOut\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonBleedingOut\", 15, \"Death\")\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_LiquidBlood3\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tLoop\n\tMelee:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"DemonBleedingOut\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DemonBleedingOut\", 15, \"Death\")\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 100)\n\t\tSG1A E 3 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_LiquidBlood3\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tSG1A E 3 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_LiquidBlood3\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_GiveInventory(\"DemonBleedingOut\", 1)\n\t\tSG1A F 3 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_LiquidBlood3\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tSG1A F 3 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_LiquidBlood3\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_GiveInventory(\"DemonBleedingOut\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"DemonAttack\",40,0,0,0)\n\t\tSG1A G 3 A_CustomMissile(\"DemonAttack\",5,0,0,0)\n\t\tSG1A GGG 3 A_CustomMissile (\"Brutal_LiquidBlood3\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tGoto See\n\n\tDeath.Shotgun:\n\tDeath.Cutless:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBrain1\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBrain2\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", random (45, 55), random (5, -5), random (160, 200), 2, random (-10, 10))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", random (45, 55), random (5, -5), random (160, 200), 2, random (-10, 10))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"BaronHeadPiece\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 50, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tSAAR GGGGGGG 2 A_CustomMissile (\"Brutal_LiquidBlood\", 40, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\n\t\tSAAR HHHHHHHHH 2 A_CustomMissile (\"Brutal_LiquidBlood\", 30, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tSAAR IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tSAAR I 0 A_SpawnItem(\"DeadDemonSAARI\")\n Stop\n\n\tDeath:\n\tDeath.Kick:\n\t TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t SAAR BCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"DeadDemonNoArm\", 5)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tStop\n\t\t}\n}\n\nACTOR DemonAttack: BaronBall\n{\n\tRadius 8\n\tHeight 8\n\tDamageType Eat\n\tProjectile\n Speed 15\n\t+RANDOMIZE\n Damage (random(2,3))\n +RIPPER\n\t+FORCEXYBILLBOARD\n\t+THRUGHOST\n\tRenderStyle Add\n\tAlpha 0.6\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 4 BRIGHT\n\t\tGoto Vanish\n\tVanish:\n\tTNT1 A 0\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0 BRIGHT\n\t\tTNT1 A 0 A_PlaySOund (\"misc/xdeath1\")\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nActor DeadDemon1: CurbstompedMarine Replaces DeadDemon\n{\n Radius 18\n Height 12\n Scale 1.1\n +SHOOTABLE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CORPSE\n\t+FLOORCLIP\n\t-SOLID\n\t-THRUACTORS\n\t+SHOOTABLE\n\t-GHOST\n\t-THRUGHOST\n\tSpecies \"Marines\"\n\tdamagefactor \"Crush\", 50.0\n Mass 9000\n Health 300\n damagefactor \"Blood\", 0.0\n damagefactor \"Trample\", 0.0\nStates\n {\n Spawn:\n\t\tSARG N -1\n Stop\n\tRaise:\n\t\tSARG N 5\n\t\tSARG MLKJI 5\n TNT1 A 0 A_SpawnItem (\"BullDemon\", 3)\n\t\tStop\n Death:\n \t TNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t\tTNT1 A 0 A_SpawnItem(\"MeatDeathSmall\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeathBrain1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeathBrain2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", random (25, 35), random (5, -5), random (160, 200), 2, random (-10, 10))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", random (25, 35), random (5, -5), random (160, 200), 2, random (-10, 10))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"BaronHeadPiece\", 22, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 20, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_SpawnItem(\"DeadDemonNoHead\")\n Stop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n CARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 10 A_CustomMissile (\"SmallSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB J -1\n Stop}}\n\nActor DeadDemonHalf: DeadDemon1\n{Health 300 States{Spawn:\n SARG T -1\n Stop\n\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBullLeg12\", 35, 0, random (0, 360), 2, random (10, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathDemonArm\", 35, 0, random (0, 360), 2, random (10, 40))\n\t\tTNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\", 0, 20)\n Stop\n }}\n\nActor DeadDemonHalf23: DeadDemon1\n{Health 300\nHeight 16\nStates{Spawn:\n SARC D -1\n Stop\n\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBullLeg12\", 35, 0, random (0, 360), 2, random (10, 40))\n\t\tTNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\", 0, 20)\n Stop\n }}\n\nActor DeadDemonNoArm: DeadDemon1\n{Health 300 States{Spawn:\n SAAR F -1\n Stop\n\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathDemonArm\", 35, 0, random (0, 360), 2, random (10, 40))\n\t\tTNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\", 0, 20)\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t\tTNT1 A 0 A_SpawnItem(\"MeatDeathSmall\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeathBrain1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeathBrain2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", random (25, 35), random (5, -5), random (160, 200), 2, random (-10, 10))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", random (25, 35), random (5, -5), random (160, 200), 2, random (-10, 10))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"BaronHeadPiece\", 22, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 20, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_SpawnItem(\"DeadDemonSAARK\")\n Stop\n }}\n\nActor DeadDemonSAARK: DeadDemon1\n{Health 300 States{Spawn:\n SAAR K -1\n Stop\n\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBullLeg12\", 35, 0, random (0, 360), 2, random (10, 40))\n\t\tTNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\", 0, 20)\n Stop\n }}\n\nActor DeadDemonNoHead: DeadDemon1\n{Health 300 States{Spawn:\n\t\tSARH D -1\n Stop\n\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathStomach\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathDemonArm\", 35, 0, random (0, 360), 2, random (10, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"PinkyJaw\", 22, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\", 0, 20)\n\t\tTNT1 A 0 A_SpawnItem(\"DeadDemonHalf23\")\n Stop\n }}\n\nActor DeadDemon1Left: DeadDemon1\n{\nStates\n{\nSpawn:\nS2RG N -1\nStop\n}\n}\n\nActor DeadDemonStomped: DeadDemonNoARm\n{\nStates\n{\nSpawn:\nFD2M K -1\nStop\n}}\n\nActor DeadDemonSRRDJ: DeadDemon1\n{\nStates\n{\nSpawn:\nSRRD J -1\nStop\n\nDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathStomach\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathDemonArm\", 35, 0, random (0, 360), 2, random (10, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBullLeg12\", 35, 0, random (0, 360), 2, random (10, 40))\n\t\tTNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\", 0, 20)\n Stop\n}\n}\n\nActor DeadDemonSRRDE: DeadDemon1\n{\nStates\n{\nSpawn:\nSRRD E -1\nStop\n\nDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathStomach\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathDemonArm\", 35, 0, random (0, 360), 2, random (10, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBullLeg12\", 35, 0, random (0, 360), 2, random (10, 40))\n\t\tTNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\", 0, 20)\n Stop\n}\n}\n\nActor DeadDemonSAARI: DeadDemon1\n{\nStates\n{\nSpawn:\nSAAR I -1\nStop\n\nDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathStomach\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathDemonArm\", 35, 0, random (0, 360), 2, random (10, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"PinkyJaw\", 22, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\", 0, 20)\n\t\tTNT1 A 0 A_SpawnItem(\"DeadDemonHalf23\")\n Stop\n}\n}"
},
{
"source": "pk3",
"name": "M_DyingGuys.txt",
"contents": "ACTOR DyingZombieman\n{\n Radius 12\n Height 16\n Speed 9\n\tHealth 50\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\tdamagefactor \"Kick\", 6.0\n\tPainChance \"Kick\", 255\n\tdamagefactor \"trample\", 2.0\n\tDamageFactor \"CauseObjectsToSplash\", 0.0\n\tdamagefactor \"Avoid\", 0.0\n\tdamagefactor \"Death.KickDowned\", 100.0\n\tdamagefactor \"Death.KickDownedAny\", 100.0\n\t+SHOOTABLE\n +FLOORCLIP\n\t//+NOBLOCKMAP\n +LOOKALLAROUND\n\t+FRIGHTENED\n\t-SOLID\n\t+DONTSPLASH\n\tMONSTER\n\t+FRIENDLY//\n\t-COUNTKILL\n\t+GHOST\n\t+THRUGHOST\n\tMass 500\n States\n {\n\n\tPain.Kick:\n\tTNT1 A 0 A_CustomMissile (\"Teeth\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"TeethNoBounce\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"CrueltyBonus1health\")\n\tTNT1 A 0 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tZMAK ABA 4\n\tZMAM A 20\n\tGoto See\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\t\tDeath.Kick:\n\t\tDeath.KickDowned:\n\t\tDeath.Extremepunches:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_GiveToTarget(\"IsCurbstompingZombieman\", 1)\n Stop\n\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"IsCrawling\", 1)\n\tZMAM A 1 A_Look\n\tLoop\n See:\n\t\tZMAM ABAB 10 A_Chase\n ZMAM A 9 A_Pain\n\t\tTNT1 A 0 A_Jump(12, \"LastStand\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Brutal_FlyingBlood\", 0, 0, 10, 0, 0)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\n\tGoto Death\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieManMinorHead\")\n\t\tStop\n\n\tLastStand:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CHangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"ZombiemanLastStand1\")\n\t\tStop\n\n\tDeath.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0 A_SpawnItem (\"DyingZombiemanInFlames\")\n\tStop\n\tDeath.Trample:\n\t TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"StompedZombieman\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 1 A_XScream\n TNT1 A 1 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tStop\n\n\tDeath.Shotgun:\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 20, 0, random (0, 360), 2, random (0, 160))\n\n\t\tZMAD B 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tZMAD C 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DeadZombieman_Noheadfront\")\n\t\tStop\n\n\t Crush:\n\t Death.Stomp:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tStop\n\t}\n}\n\nACTOR BrutalizedZombieMan1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 20\n\tbloodtype \"DeadBlood\"\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+FRIENDLY//\n\t+GHOST\n\t\t-SOLID\n\t+THRUGHOST\n\tScale 1.0\n\tMass 500\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n ZZD1 A 30\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieManStop\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(4)\n\t ZZD1 B 16\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieMan2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"ZombieXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n}}\n\nactor BrutalizedZombieManStop: CurbstompedMarine\n{\n States\n {\n Spawn:\nZZD2 ABCD 5 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nZZD3 D 0\nTNT1 A 0 A_SpawnItem(\"DeadZombieMan_NoArmFront\")\n Stop }}\n\nACTOR BrutalizedZombieMan2: BrutalizedZombieMan1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n ZZD1 B 30\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieManStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\t ZZD1 C 16\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieMan3\")\n\t\tStop\n}}\n\nactor BrutalizedZombieManStop2: CurbstompedMarine\n{\n States\n {\n Spawn:\nZZD4 AB 6 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nTNT1 A 0 A_SpawnItem(\"DeadZombieman_NoHeadNoArm\")\n Stop }}\n\nACTOR BrutalizedZombieMan3: BrutalizedZombieMan1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n ZZD1 C 30\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieManStop3\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t //TNT1 AAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 35, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2b\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Brutal_LiquidBlood\", 44, 0, random (0, 360), 2, random (0, 50))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tZZD1 EFG 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadZombiemanJustLegsAreLeft2\")\n\t\tStop\n}}\n\nactor BrutalizedZombieManStop3: CurbstompedMarine\n{\n States\n {\n Spawn:\nZZD5 J 6 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nTNT1 A 0 A_SpawnItem(\"DeadZombieman_NoHeadNoArm\")\n Stop }}\n\nactor ZombieLegOnFoot: CurbstompedMarine\n{\nScale 1.0\n-SHOOTABLE\n-SOLID\n States\n {\n Spawn:\nTNT1 A 0 A_PlaySound(\"misc/xdeath2\")\nLEG1 IJK 8\nTNT1 A 0 A_SpawnItem(\"Gib_ZombieLeg1\")\n Stop }}\n\nACTOR BrutalizedZombieManLeg: BrutalizedZombieMan1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n POS7 A 5\n\tGoto DieNow\n\n DieNow:\n\tPOS7 BCD 5\n\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n //TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t ID13 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg\")\n\t\tStop\n}}\n\nACTOR DyingSergeant\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n\tdamagefactor \"Leg\", 0.0\n damagefactor \"Kick\", 6.0\n\t\tMass 500\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\tMONSTER\n\t+FRIENDLY//\n\t-COUNTKILL\n\t+GHOST\n\t+THRUGHOST\n\t\t-SOLID\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tDeath.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n\tTNT1 A 0\n SPO5 A 1 A_Chase\n\tTNT1 A 0 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tSPO5 AAAAA 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, 90, 2, random (0, 45))\n\tTNT1 A 0 A_Jump(16, \"Death\")\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO5 BBBBB 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, 90, 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO5 CCCCC 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, 90, 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_Jump(12, \"LastStand\")\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 4, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t SPO5 D 8\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunGuy_NoArm\")\n\t\tStop\n\n Death.Head:\n\t TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.Decaptate\")\n\t\tTNT1 A 0 A_SpawnItem(\"ShotgunguyHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tSZD4 AAAAA 2 A_CustomMissile (\"Brutal_LiquidBlood\", 25, 0, random (0, 360), 2, random (30, 110))\n\t\tSZD4 BBBBBBBBBBBBBBBBBBBBBBBBB 1 A_CustomMissile (\"Brutal_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 110))\n TNT1 A 0 A_SpawnItem(\"DeadShotgunguySZD4B\")\n Stop\n\n\tDeath.Decaptate:\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"SmallSuperGore\", 32, 0, random (0, 360), 2, random (10, 170))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSergeantHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SZD4 AAAAA 2 A_CustomMissile (\"Brutal_LiquidBlood\", 25, 0, random (0, 360), 2, random (30, 110))\n\t\tSZD4 BBBBBBBBBBBBBBBBBBBBBBBBB 1 A_CustomMissile (\"Brutal_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 110))\n TNT1 A 0 A_SpawnItem(\"DeadShotgunguySZD4B\")\n Stop\n\n\t\t Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.Shotgun:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 30, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_SpawnItem (\"Brutal_Blood\", 0 , 40)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSergeantHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n SZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadShotgunguySZD1H\")\n Stop\n\n\t\tLastStand:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CHangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"SergeantLastStand2\")\n\t\tStop\n\n\t}\n}\n\nACTOR DyingSergeantNoLeg\n{\n Radius 12\n Height 16\n Speed 9\n\tHealth 50\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\t+SHOOTABLE\n\t+DONTSPLASH\n +FLOORCLIP\n\t//+NOBLOCKMAP\n +LOOKALLAROUND\n\t+FRIGHTENED\n\t+FRIENDLY//\n\t+GHOST\n\t+THRUGHOST\n\t\t-SOLID\n\tdamagefactor \"Kick\", 6.0\n\tdamagefactor \"trample\", 2.0\n\tPainChance \"Kick\", 255\n\tdamagefactor \"Leg\", 0.0\n\tdamagefactor \"Death.KickDowned\", 100.0\n States\n {\n\n\tPain.Kick:\n\tTNT1 A 0 A_CustomMissile (\"Teeth\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"TeethNoBounce\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"CrueltyBonus1health\")\n\tTNT1 A 0 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tSMAK ABA 6\n\tSMAM A 15\n\tGoto See\n\n\t\t\tDeath.Kick:\n\t\t\tDeath.Extremepunches:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_GiveToTarget(\"IsCurbstompingSergeant\", 1)\n Stop\n\n\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n Spawn:\n\tSMAM A 1 A_Look\n\tLoop\n See:\n\t\tSMAM ABAB 10 A_Wander\n SMAM A 9 A_Pain\n\t\tTNT1 A 0 A_SpawnItemEx(\"Brutal_FlyingBlood\", 0, 0, 10, 0, 0)\n\t TNT1 A 0 A_Jump(12, \"LastStand\")\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 4, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\tGoto Death\n\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DeadShotgunGuy_NoLeg\")\n\t\tStop\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS2 A 5\n CRS2 A -1\n Stop\n\n\tDeath.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\tDeath.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0 A_SpawnItem (\"DyingSergeantNoLegInFlames\")\n\tStop\n\n\tDeath.Trample:\n\t TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"StompedSergeant\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tStop\n\n\tLastStand:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CHangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"SergeantLastStand1\")\n\t\tStop\n\n\t}\n}\n\nACTOR DyingSergeantLegBlewedOff: DyingSergeantNoLeg\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n damagefactor \"Kick\", 6.0\n\t\tMass 500\n\t-SOLID\n\t+SHOOTABLE\n\t+GHOST\n\t+THRUGHOST\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tSPO3 CCCCC 2 A_CustomMissile (\"Brutal_LiquidBlood\", 30, 0, random(0, 180), 2, random (0, 35))\n\tTNT1 A 0 A_Jump(16, \"Death\")\n\tGoto Suffer\n\n\tSuffer:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO3 DDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random(0, 180), 2, random (0, 35))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO3 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random(0, 180), 2, random (0, 35))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tTNT1 A 0 A_Jump(12, \"LastStand\")\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 4, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t SPO3 GH 6\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunGuy_NoLeg\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n\t TNT1 A 0\n TNT1 A 0 A_SpawnItem(\"ShotgunguyHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n SPO3 IJ 6\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n\nDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 MN 15\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\t Stop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n SZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadShotgunguySZD1H\")\n Stop\n\n\t}\n}\n\nACTOR BrutalizedSergeant1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 20\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+GHOST\n\t+THRUGHOST\n\tScale 1.0\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n SZD1 A 30\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t SZD1 B 16\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeant2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\n\tDeath.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n}}\n\nactor BrutalizedSergeantStop: CurbstompedMarine\n{\n States\n {\n Spawn:\nSZD2 ABCD 5 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nTNT1 A 0 A_SpawnItem(\"DeadShotgunGuy_NoArm\")\n Stop }}\n\nACTOR BrutalizedSergeant2: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n SZD1 B 30\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tSZD1 C 12\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeant3\")\n\t\tStop\n}}\n\nactor BrutalizedSergeantStop2: CurbstompedMarine\n{\n States\n {\n Spawn:\nSZD4 AB 6 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nTNT1 A 0 A_SpawnItem(\"DeadShotgunguySZD4B\")\n Stop }}\n\nACTOR BrutalizedSergeant3: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n SZD1 C 25\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop3\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2b\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Brutal_LiquidBlood\", 44, 0, random (0, 360), 2, random (0, 50))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tSZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadShotgunguySZD1H\")\n\t\tTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n\t\tStop\n}}\n\nactor BrutalizedSergeantStop3: CurbstompedMarine\n{\n States\n {\n Spawn:\nSZD3 ABC 6 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nTNT1 A 0 A_SpawnItem(\"DeadShotgunguySZD3C\")\nTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n Stop }}\n\nACTOR StompedSergeant: CurbstompedMarine\n{Health 200 States{Spawn:\n 02CB F -1\n Stop\tDeath:\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\", 0, 10)\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfShotgunguyNoArmNoHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"Instestin\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathSargeLeg2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"GibSargeBoot\", 32, 0, random (0, 360), 2, random (0, 160))\n Stop}}\n\n\tACTOR VeryFuckedUpBrutalizedSergeantLeg: CurbstompedMarine\n{Health 200 States{Spawn:\n ID14 G -1\n Stop\tDeath:\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\", 0, 10)\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfShotgunguyNoArmNoHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"Instestin\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathSargeLeg2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop}}\n\nACTOR BrutalizedSergeantLeg: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n SPO3 A 15\n\tGoto DieNow\n\n DieNow:\n\tSPO3 BCD 5\n\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n //TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t ID14 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tStop\n}}\n\nACTOR DyingZombiemanNoArm: DyingSergeant\n{\n+FLOORCLIP\n+DONTSPLASH\n\tStates\n\t{\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\t Death.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n ZZD1 A 1 A_Chase\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tZZD1 IIIIAAAAA 2 A_CustomMissile (\"Brutal_LiquidBlood\", 40, 0, 90, 2, random (0, 45))\n\tZZD1 A 1 A_Chase\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tTNT1 A 0 A_FaceTarget\n\n\t\tZZD2 AAAAAAAA 2 A_CustomMissile (\"Brutal_LiquidBlood\", 30, 0, 90, 2, random (0, 45))\n\n\t\tZZD2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, 90, 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 BBBBB 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t\tTNT1 A 0 A_Jump(128, \"Death\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 BBBBB 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 BBBBB 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 BBBBB 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n TNT1 A 0 A_Jump(32, \"LastStand\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 BBBBB 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 BBBBB 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t\tTNT1 A 0 A_Jump(32, \"LastStand\")\n\n\t\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t TNT1 A 0 A_FaceTarget\n\t ZZD2 CCCC 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 15, 0, 90, 2, random (0, 45))\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD3 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 1, 0, 90, 2, random (10, 45))\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoArmFront\")\n\t\tStop\n\n Death.Head:\n TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.Decaptate\")\n\t\tTNT1 A 0 A_SpawnItem(\"ZombiemanHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_XScream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n ZZD3 GGGG 2 A_CustomMissile (\"Brutal_LiquidBlood\", 35, 0, random (0, 360), 2, random (0, 90))\n\t\tZZD3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_CustomMissile (\"Brutal_LiquidBlood\", 10, 0, random (0, 360), 2, random (0, 90))\n TNT1 A 0 A_SpawnItem(\"DeadZombieman_NoHeadNoArm\")\nStop\n\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombiemanHead\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n ZZD3 GGGG 2 A_CustomMissile (\"Brutal_LiquidBlood\", 35, 0, random (0, 360), 2, random (0, 90))\n\t\tZZD3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_CustomMissile (\"Brutal_LiquidBlood\", 10, 0, random (0, 360), 2, random (0, 90))\n TNT1 A 0 A_SpawnItem(\"DeadZombieman_NoHeadNoArm\")\nStop\n\nDeath.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\nDeath.Kick:\nDeath.Extremepunches:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 EF 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoArm\")\n\t\t Stop\n\n\t\t Death.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n Xdeath:\n Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.Shotgun:\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_PlaySound (\"misc/xdeath4\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 30, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath3\", 42, 0, random (170, 190), 2, random (10, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 42, 0, random (170, 190), 2, random (10, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 42, 0, random (170, 190), 2, random (10, 60))\n TNT1 A 0 A_CustomMissile (\"ZombieXDeath\", 2, 0, random (0, 360), 2, random (0, 160))\n Stop\n\nLastStand:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CHangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"ZombiemanLastStand2\")\n\t\tStop\n\t}\n}\n\nACTOR ZombieManDyingAfterFatality: DyingZombiemanNoArm\n{\n//-IS//MONSTER\n-CANPASS\n-SOLID\n\tStates\n\t{\n\nDeath.cut:\n\tDeath.saw:\n TNT1 A 0\n TNT1 AA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n \t TNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"RipZombieMan\", 0, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAAA 0 A_CustomMissile (\"Brutal_LiquidBlood\", 30, 0, random (0, 360), 2, random (0, 40))\n\t\tPOSX AABCDE 9 A_CustomMissile (\"Brutal_LiquidBlood\", 30, 0, random (0, 360), 2, random (0, 40))\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_Half\")\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tPOSX EEEEEEEEEEEEEEEEEEEEEE 1 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_SpawnItem(\"DeadZombiemanJustLegsAreLeft\")\n\t\tStop\n\n\t Death.fire:\n\tDeath.Flames:\n\tTNT1 AA 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n Stop\n\n\tSpawn:\n ZZD5 E 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\t\t TNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n ZZD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tGoto Death\n\nDeath.Head:\n\tDeath.Minorhead:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.Decaptate\")\n\tTNT1 A 0 A_SpawnItem(\"ZombiemanHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_XScream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n ZZD5 HHHHIIII 2 A_CustomMissile (\"Brutal_LiquidBlood\", 30, 0, random (0, 360), 2, random (0, 90))\n PP2X H 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\")\nStop\n\nDeath.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombiemanHead\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n ZZD5 HHH 2 A_CustomMissile (\"Brutal_LiquidBlood\", 35, 0, random (0, 360), 2, random (0, 90))\n\t\tPP2X H 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\")\nStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Extremepunches:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 EF 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\t Stop\n\n\t\t Death.Fatality:\n\t\tGoto XDeath\n\n\t}\n}\n\nACTOR ZombiemanGotHisLegBlowed: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n POS7 AAAAABBCC 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random (0, 360), 2, random (0, 45))\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tTNT1 A 0 A_Jump(16, \"GotoDeath\")\n\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n POS7 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t POS7 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t\tTNT1 A 0 A_Jump(12, \"LastStand\")\n\t\tTNT1 A 0 A_Jump(24, \"LeaveCrawling\")\n\n\t TNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 4, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\n\t TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\tTNT1 A 0 A_SpawnItem (\"DyingZombieMan\")\n\tStop\n\n\tLastStand:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CHangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"ZombiemanLastStand1\")\n\t\tStop\n\n Death.Head:\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ZombiemanHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tPOS7 GHI 6\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\", 1)\n\t\tStop\n\n\t Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tPOS7 GHI 6\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\", 1)\n\t\tStop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Extremepunches:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 KL 15\n TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\t Stop\n\n\t}\n}\n\n\tACTOR SergeantFatalizedByBaron: TeleportFog\n{\nRenderstyle Translucent\nAlpha 1.0\n\tStates\n\t{\n\tSpawn:\n\tSP2X BCD 8\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n\tStop\n}\n}\n\nACTOR SergeantGotHisLegBlowed: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n SPO3 D 1\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tTNT1 A 0 A_Jump(160, \"GotoDeath\")\n\tGoto Suffer\n\tSuffer:\n\t TNT1 A 0\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n SPO3 DDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t SPO3 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t\tTNT1 A 0 A_Jump(32, \"LeaveCrawling\")\n\t\tTNT1 A 0 A_Jump(16, \"LastStand\")\n\n\t TNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t TNT1 A 0\n\t\tSPO3 GH 5\n\t TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\tTNT1 A 0 A_SpawnItem (\"DyingSergeantNoLeg\")\n\tStop\n\n Death.Head:\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ShotgunguyHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_Scream\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tSPO3 IJ 5\n\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSergeantHead\", 32, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_Scream\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tSPO3 IJ 5\n\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Extremepunches:\nDeath.Melee:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 10\n TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\t Stop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tLastStand:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CHangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"SergeantLastStand1\")\n\t\tStop\n\n XDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 42, 0, random (170, 190), 2, random (10, 60))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath3\", 42, 0, random (170, 190), 2, random (10, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 42, 0, random (170, 190), 2, random (10, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 42, 0, random (170, 190), 2, random (10, 60))\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\t}\n}\n\nACTOR FlyingImpaledSergeant\n{\n Radius 8\n Height 8\n Speed 10\n Scale 1.2\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +RIPPER\n +BLOODLESSIMPACT\n\t-DONTSPLASH\n\t+THRUGHOST\ndamagetype Blood\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n\tMass 1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n ID18 AA 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tID11 GG 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Goto Fall\n\tFall:\n\t ID11 H 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n Death:\n TNT1 A 0 A_SpawnItem(\"GrowingBloodPool\",0,0,0,1)\n TNT1 A 0 A_SpawnItem(\"DeadShotgunguy\")\n\t\tTNT1 A 1\n Stop\n TNT1 A 1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR DyingImp\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"imp/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t+SHOOTABLE\n\t-SOLID\n\t+THRUACTORS\n\n\t+FLOORCLIP\n\tdamagefactor \"Crush\", 50.0\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n TRO2 D 1\n\t//TNT1 A 0 A_Jump(160, \"Death\")\n\tGoto Suffer\n\tSuffer:\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TRO2 DDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TRO2 D 2\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TRO2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TRO2 E 2 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TRO2 DDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TRO2 D 2\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TRO2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TRO2 E 2 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TRO2 DDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TRO2 D 2\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TRO2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TRO2 E 2 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TRO2 DDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TRO2 D 2\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TRO2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n TRO2 E 2 A_Pain\n\t\tGoto Death\n\tDeath:\n\t TRO2 FG 8\n\t\tTNT1 A 1 A_SpawnItem (\"DeadImp_NoStomach\", 5)\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n Death.MINORHead:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n IMPC JJJJJJJJJJJJJJJJJJJ 2 A_CustomMissile (\"Brutal_LiquidBlood\", 32, 0, random (0, 360), 2, random (0, 45))\n\t\tIMPC KKKK 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tIMPC LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 2 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem(\"DeadImp_NoStomachNoHead\")\nStop\n\n Death.Plasma: Death.Plasma2:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedImpArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedImpLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tXBRN DEF 4 BRIGHT\n TNT1 A 0\n Stop\n\n\tDeath.Fire:\n TNT1 A 0\n\t\tTNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTROO JJJJ 2 A_CustomMissile (\"FlameTrails\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTROO KKKK 2 A_CustomMissile (\"FlameTrails\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tTROO LLLL 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tBOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 2 A_CustomMissile (\"FlameTrails\", 15, 0, random (0, 360), 2, random (50, 130))\n BOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 10 A_CustomMissile (\"SmallSmoke\", 15, 0, random (0, 360), 2, random (70, 110))\n BOSB E -1\n Stop\n\n\tDeath.cut:\n\tDeath.cutless:\n\t\tTNT1 O 0 A_Jump(230, 2)\n\t\tGoto Death\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 O 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTROG A 2 A_CustomMissile (\"RipImp\", 0, 0, random (0, 360), 2, random (0, 160))\n TROG AAA 4 A_SpawnItem (\"Big_Blood\", 0, 30)\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t TROG BCDEFGH 8\n TNT1 A 1 A_SpawnItem (\"DeadImp_Half\", 5)\n\t\t//TROG H -1\n\t\tStop\n\n\tDeath.SSG:\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathImpArm\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpHead\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 22, 0, random (170, 190), 2, random (0, 15))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tIZD1 EFGH 6\n\t\tIZD1 H -1\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n Stop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n\t\tDeath.ExtremePunches:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasImpShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tDeath.Shotgun:\n\tDeath.Blast:\n\tDeath.Railgun:\n\t TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpHead\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Xdeath3\", 16, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTRO3 A 6 A_Stop\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTRO3 BBBBBBBBBB 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 26, 0, random (0, 360), 2, random (30, 60))\n\t\tTRO3 CCC 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 26, 0, random (0, 360), 2, random (10, 40))\n\t\tTRO3 DD 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 6, 0, random (0, 360), 2, random (30, 60))\n\t\tTRO3 E -1\n\t Stop\n\t}\n}\n\nACTOR BrutalizedImp1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 20\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\tScale 1.0\n\tStates\n\t{\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasImpShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n IZD1 A 30\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedImpStop\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains6\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t IZD1 B 16\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedImp2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"ImpXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n}}\n\nactor BrutalizedImpStop: CurbstompedMarine\n{\n damagefactor \"Blood\", 0.0\n damagefactor \"Trample\", 0.0\n damagefactor \"Melee\", 10.0\n damagefactor \"Fatality\", 10.0\n\tdamagefactor \"Kick\", 10.0\n States\n {\n Spawn:\nIZD2 ABC 5 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nTNT1 A 0 A_SpawnItem(\"DeadImpIZD3D\")\n Stop\n\n\tDeath.Fatality:\n Death.Melee:\n\tDeath.Kick:\n\tDeath.Extremepunches:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,30,0,1)\n //IZD2 B 7\n TNT1 A 1 A_SpawnItem (\"BrutalizedImpStop\", 5)\n\t\t Stop\n\n\t }}\n\nACTOR BrutalizedImp2: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n IZD1 B 30\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedImpStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0\n\t\tIZD1 C 16\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedImp3\")\n\t\tStop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasImpShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n\t\tStop\n\n}}\n\nactor BrutalizedImpStop2: BrutalizedImpStop\n{\n States\n {\n Spawn:\nIZD4 AB 6\nTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\nTNT1 A 0 A_SpawnItem(\"DeadImpIZD3D\")\n Stop\n\n\tDeath.Fatality:\n Death.Melee:\n\tDeath.Kick:\n\tDeath.Extremepunches:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,30,0,1)\n IZD4 A 7\n TNT1 A 1 A_SpawnItem (\"BrutalizedImpStop2\", 5)\n\t\t Stop\n\t }}\n\nACTOR BrutalizedImp3: BrutalizedImp1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n IZD1 C 25\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedImpStop3\")\n\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2b\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Brutal_LiquidBlood\", 44, 0, random (0, 360), 2, random (0, 50))\n\t\tIZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadImpIZD1H\")\n\t\tStop\n}}\n\nactor BrutalizedImpStop3: BrutalizedImpStop\n{\n States\n {\n Spawn:\nIZD3 AB 6\nTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadImpIZD1H\")\n Stop\n\n\t Death.Fatality:\n Death.Melee:\n\tDeath.Kick:\n\tDeath.Extremepunches:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0 ThrustThingZ(0,15,0,1)\n TNT1 A 0 A_FaceTarget\n IZD3 B 7\n TNT1 A 1 A_SpawnItem (\"BrutalizedImpStop3\", 5)\n\t\t Stop}}\n\nACTOR ThisImpGotFuckedHard: DeadImpID17G\n{Health 200\n}\n\nACTOR ImpBrutalizedWithNoLeg\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 20\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\tScale 1.0\n\tStates\n\t{\n\n\tSpawn:\n\tTR09 A 30\n\tGoto DieNow\n\n DieNow:\n\tTR09 BC 8\n TR09 DE 8\n\tTNT1 A 0 A_SpawnItem (\"DeadImp_NoLeg\")\n\tStop\n\n\tDeath:\nTNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains6\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathImpLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t ID17 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tTNT1 A 0 A_SpawnItem (\"ThisImpGotFuckedHard\")\n\t\tStop\n}}\n\nACTOR DyingImpNoArm\n{\n\tGame Doom\n\tRadius 16\n\tHeight 32\n\tHealth 50\n\t\tPainSound \"imp/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t//MONSTER\n\t+GHOST\n\t+THRUGHOST\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n TR08 B 1\n\t//TNT1 A 0 A_Jump(128, \"Death\")\n\tGoto Suffer\n\tSuffer:\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 BB 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 B 5\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 CC 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 C 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 BB 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 B 5\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 CC 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 C 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 BB 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 B 5\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 CC 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 C 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 BB 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 B 5\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 CC 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 C 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 BB 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 B 5\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 CC 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR08 C 5 A_Pain\n\n\t\tGoto Death\n\tDeath:\n\t TR08 D 8\n\t\tTNT1 A 0 A_SpawnItem (\"DeadImp_NoArm\", 5)\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n Death.MINORHead:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n TR08 F 8\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n TNT1 A 0 A_SpawnItem (\"DeadImp_NoArmNoHead\", 1)\nStop\n\n XDeath:\n\t Death.Explosives:\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 42, 0, random (170, 190), 2, random (10, 60))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath3\", 42, 0, random (170, 190), 2, random (10, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 42, 0, random (170, 190), 2, random (10, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 42, 0, random (170, 190), 2, random (10, 60))\n \t TNT1 A 1 A_CustomMissile (\"ImpXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n\tDeath.SSG:\n\tDeath.Shotgun:\n\tDeath.Blast:\n\tDeath.Railgun:\n\t TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpHead\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Xdeath3\", 16, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTROG A 6 A_Stop\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTROG BBBBBBBBBB 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 26, 0, random (0, 360), 2, random (30, 60))\n\t\tTROG CCC 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 26, 0, random (0, 360), 2, random (10, 40))\n\t\tTROG DD 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 6, 0, random (0, 360), 2, random (30, 60))\n\t\tTNT1 A 0 A_SpawnItem(\"DeadImp_Half\")\n\t Stop\n}\n}\n\nACTOR DyingImpNoLeg\n{\n\tGame Doom\n\tRadius 16\n\tHeight 32\n\tHealth 50\n\t\tPainSound \"imp/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n IMPC E 1\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(32, \"Colapse\")\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR09 DD 4 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR09 D 5 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR09 FF 4 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR09 F 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR09 DD 4 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR09 D 5 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR09 FF 4 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR09 F 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR09 DD 4 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR09 D 5 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR09 FF 4 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR09 F 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR09 DD 4 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR09 D 5 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR09 FF 4 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n TR09 F 5 A_Pain\n\n\t\tGoto Colapse\n\tDeath:\n\t TNT1 A 0 A_PlaySound(\"imp/death\")\n\t TR09 G 8\n\t\tTNT1 A 0 A_SpawnItem (\"DeadImp_NoLeg\", 5)\n\t\tStop\n\n\tColapse:\n\t TR09 H 8\n\t\tTNT1 A 0 A_SpawnItem (\"DeadImp_NoLeg\", 5)\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n Death.MINORHead:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n TR09 I 8\n TNT1 A 0 A_SpawnItem (\"DeadImp_Noleg\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nStop\n}\n}\n\nACTOR ImpDyingOfBloodLoss: Imp\n{\n\tRadius 16\n\tHeight 28\n\tHealth 10\n\t+NOPAIN\n\t-COUNTKILL\n\t+SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t TROD E 1\n TROD EFEFEFEFEFEFEFEFEFEFEFEF 10 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tGoto Colapse\n\tDeath:\n\t TNT1 A 0\n\t\tGoto DeathNoGuts\n\n\tDeath.Shotgun:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfCloser(150, \"Death.Shotgunontheface\")\n\tGoto DeathNoGuts\n\n\tColapse:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t TROD GHIJ 5\n\t\tTNT1 A 0 A_SpawnItem (\"DeadImpBloodLoss\", 5)\n\t\tStop\n}\n}\n\nACTOR PoorPinkyLostHisArm: Demon\n{\n\tHealth 50\n\t+NOPAIN\n\t-COUNTKILL\n\t+SHOOTABLE\n\tScale 1.1\n\tStates\n\t{\n\tPutAFight:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"ArmlessDemon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0\n\t\tStop\n\tSpawn:\n\t SAAR J 1\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_Jump(32, \"Colapse\")\n\t\tSAAR JJJJ 4 A_CustomMissile (\"Brutal_LiquidBlood\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_Jump(90, \"PutAFight\")\n\t\tSAAR JJJJ 4 A_CustomMissile (\"Brutal_LiquidBlood\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_Pain\n\t\tSAAR JJJJJJJJ 4 A_CustomMissile (\"Brutal_LiquidBlood\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_Pain\n\t\tSAAR JJJ 4 A_CustomMissile (\"Brutal_LiquidBlood\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tGoto Colapse\n\n\tDeath.Shotgun:\n\tDeath.Cutless:\n\tDeath:\n\tDeath.Fatality:\n\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathBrain1\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathBrain2\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", random (45, 55), random (5, -5), random (160, 200), 2, random (-10, 10))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", random (45, 55), random (5, -5), random (160, 200), 2, random (-10, 10))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"BaronHeadPiece\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\t//TNT1 A 0 A_CustomMissile (\"PinkyJaw\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 50, 0, random (0, 360), 2, random (30, 90))\n\t\tSAAR GGGGGGG 2 A_CustomMissile (\"Brutal_LiquidBlood\", 40, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tSAAR HHHHHHHHH 2 A_CustomMissile (\"Brutal_LiquidBlood\", 30, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tSAAR IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"DeadDemonSAARI\")\n Stop\n\n\tColapse:\n\t TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t SAAR BCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"DeadDemonNoArm\", 5)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tStop\n}\n}\n\nACTOR BrutalizedCommando1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 30\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n\tdamagefactor \"Shrapnel\", 0.0\n\tdamagefactor \"KillMe\", 0.0\n\t\tPainSound \"grunt/pain\"\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\tCPOD JJJJJJJJJJ 10 A_SpawnItem (\"DripingBlood\", 0, 23)\n\tCPOD K 6\n\tTNT1 A 0 A_SpawnItem (\"MiniGun\", 0, 5,0)\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedDeadCommando1\")\n\tStop\n\n\tPain:\n CPOD J 1 A_Pain\n\tGoto Spawn\n\n\tDeath:\n\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 45, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_PlaySound(\"chainguy/death\")\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedCommando2\")\n\t\tStop\n}}\n\nACTOR BrutalizedCommando2: BrutalizedCommando1\n{\n\tStates\n\t{\n\tSpawn:\n\tCPOD MMM 10 A_SpawnItem (\"DripingBlood\", 0, 23)\n\tCPOD NNNNN 10 A_SpawnItem (\"DripingBlood\", 0, 23)\n\tCPOD O 5\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedDeadChaingunGuy\")\n\tTNT1 A 0 A_SpawnItem (\"MiniGun\", 0, 5,0)\n\tStop\n\n\tPain:\n CPOD M 5 A_Pain\n\tGoto Spawn\n\n\tDeath:\n\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains6\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedCommando3\")\n\tTNT1 A 0 A_SpawnItem (\"MiniGun\", 0, 5,0)\n\t\tStop\n}}\n\nACTOR BrutalizedCommando3: BrutalizedCommando1\n{\n\tStates\n\t{\n\tSpawn:\n\tCPOD P 5\n\tCPOD QQQQQQQQQQ 10 A_SpawnItem (\"Blood\", 0, 43)\n\tCPOD R 5\n\tTNT1 A 0 A_SpawnItem (\"SuperBrutalizedDeadChaingunGuy\")\n\tStop\n\n\tPain:\n CPOD P 5 A_Pain\n\tGoto Spawn\n\n\tDeath:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 45, 0, random (0, 360), 2, random (0, 160))\n\tCPOD S 1\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedCommandoLegs\")\n\t\tStop\n}}\n\nACTOR ZombiemanSaciLol: ZombiemanGotHisLegBlowed\n{\n//MONSTER\n+GHOST\n\t+THRUGHOST\n-COUNTKILL\nSpeed 4\nHeight 48\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\n\tSuffer:\n\t TNT1 A 0\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL1E ABC 3\n TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL1E DDDD 1 A_Chase(\"\", \"\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL1E ABC 3\n TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL1E DDDD 1 A_Wander\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL1E ABC 3\n TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL1E DDDD 1 A_Wander\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL1E ABC 3\n TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL1E DDDD 1 A_Wander\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL1E ABC 3\n TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL1E DDDD 1 A_Wander\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL1E ABC 3\n TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL1E D 1 A_Wander\n\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound (\"none\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"ZombiemanGotHisLegBlowed\")\n\t\tStop\n\tDeath.Head:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ZombiemanHeadExplode\", 0, 30)\n\t\tZMAD B 0 A_PlaySound(\"misc/xdeath\")\n\t\tZMAD C 0 A_NoBlocking\n\tGoto FallHead\n\tFallHead:\n\tZL1E EFG 6\n\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\tStop\n\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"grunt/death\")\n\tZL1E HI 6\n\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\tStop\n\t}\n}\n\nACTOR ImpSaciLol: DyingImpNoLeg\n{\n//MONSTER\n+GHOST\n\t+THRUGHOST\n-COUNTKILL\nSpeed 4\nHeight 48\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound (\"imp/pain\")\n\tGoto Suffer\n\n\tSuffer:\n\t TNT1 A 0\n\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL3E ABC 3\n TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL3E DDDD 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_PlaySound (\"imp/pain\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL3E ABC 3\n TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL3E DDDD 1 A_Wander\n\t\tTNT1 A 0 A_PlaySound (\"imp/pain\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL3E ABC 3\n TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL3E DDDD 1 A_Wander\n\t\tTNT1 A 0 A_PlaySound (\"imp/pain\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL3E ABC 3\n TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL3E DDDD 1 A_Wander\n\t\tTNT1 A 0 A_PlaySound (\"imp/pain\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL3E ABC 3\n TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL3E DDDD 1 A_Wander\n\t\tTNT1 A 0 A_PlaySound (\"imp/pain\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL3E ABC 3\n TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL3E D 1 A_Wander\n\t\tTNT1 A 0 A_PlaySound (\"imp/pain\")\n\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound (\"none\")\n\t\tTR09 A 6\n\t\tTR09 A 3\n\t\tTR09 B 3\n\t\tTR09 C 3 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"DyingImpNoLeg\")\n\t\tStop\n\tDeath.Head:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 50)\n\tGoto FallHead\n\tFallHead:\n\tZL3E EFG 7\n\tTNT1 A 0 A_SpawnItem (\"DeadImp_NoLeg\")\n\tStop\n\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"imp/death\")\n\tZL3E HIJ 7\n\tTNT1 A 0 A_SpawnItem (\"DeadImp_NoLeg\")\n\tStop\n\t}\n}\n\nACTOR DyingHellKnight1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 100\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n\tdamagefactor \"Shrapnel\", 0.0\n\tdamagefactor \"KillMe\", 0.0\n\tdamagefactor \"Cutless\", 0.6\n\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+NOPAIN\n\t+DONTSPLASH\n\tScale 1.1\n\tStates\n\t{\n\tSpawn:\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tGoto Death\n\n\tDeath:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Fall\n\tTNT1 A 0 A_PlaySound(\"knight/death\")\n\tBTN3 ABCD 6\n\tTNT1 A 0 A_SpawnItem(\"DeadHellKnightNoArm\")\n\tStop\n\n\tDeath.Head:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Fall\n\tTNT1 A 0 A_SpawnItem(\"HellKnightHeadExplode\", 0, 62)\n\tBTN4 ABCD 6\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0 A_SpawnItem(\"DeadHellKnightNoArmNoHead\")\n\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\tDeath.ExplosiveImpact:\n\t TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 A 0 A_NoBlocking\n\t TNT1 A 0 A_CustomMissile (\"KnightXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t Stop\n\n\tDeath.Cutless:\n\t TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tBBO1 AABCD 8\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n TNT1 A 0 A_SpawnItem (\"DeadKnightHalfDown\", 1)\n\t\tStop\n}}\n\nACTOR BrutalizedCacodemon1\n{\n\tGame Doom\n\tRadius 24\n\tHeight 48\n\tHealth 50\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n\tdamagefactor \"Shrapnel\", 0.0\n\tdamagefactor \"KillMe\", 0.0\n\tdamagefactor \"Cutless\", 0.6\n\tbloodtype \"Blue_Blood\"\n bloodcolor darkblue\n\tMass 999999\n\t-SOLID\n\t+NOBLOODDECALS\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+NOPAIN\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(96, \"NoSuffer\")\n\tTNT1 A 0 A_Jump(64, \"Fall\")\n\tCCD1 AAEEAAEEAAAAEEAAEEAA 5 A_CustomMissile (\"BlueBloodTrails\", 40, 0, random (0, 360), 2, random (0, 160))\n\tFall:\n\tTNT1 AAAAA 0 A_NoBlocking\n\tTNT1 A 0 A_Fall\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tCCD1 ABC 6\n\tCCD1 C -1\n\tStop\n\n\tDeath:\n\tTNT1 AAAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 47, 0, random (0, 360), 2, random (30, 150))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath6\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"CacoXDeath7\", 40, 0, random (0, 360), 2, random (0, 160))\n\tCCD2 A 10\n\tTNT1 A 0 A_SpawnItem(\"BrutalizedCacodemon2\")\n\tStop\n\n\tNoSuffer:\n\tTNT1 AAAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 47, 0, random (0, 360), 2, random (30, 150))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"CacoXDeath6\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"CacoXDeath7\", 40, 0, random (0, 360), 2, random (0, 160))\n\tCCD2 B 6\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tCCD2 B -1\n\tStop\n}}\n\nACTOR BrutalizedCacodemon2\n{\n\tGame Doom\n\tRadius 24\n\tHeight 48\n\tHealth 50\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n\tdamagefactor \"Shrapnel\", 0.0\n\tdamagefactor \"KillMe\", 0.0\n\tdamagefactor \"Cutless\", 0.6\n\tbloodtype \"Blue_Blood\"\n bloodcolor darkblue\n\tMass 999999\n\t-SOLID\n\t+NOBLOODDECALS\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+NOPAIN\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\tCCD2 AEAEAEAEAEAEAEAE 5 A_CustomMissile (\"BlueBloodTrails\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Fall\n\tCCD2 B 6\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tCCD2 B -1\n\tStop\n\n\tDeath:\n\tTNT1 AAAAA 0 A_CustomMissile (\"Blue_FlyingBlood\", 47, 0, random (0, 360), 2, random (30, 150))\n\tTNT1 AAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AA 0 A_CustomMissile (\"CacoXDeath6\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"CacoXDeath7\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tCCD3 A 10\n\tCCD3 B -1\n\tStop\n}}\n\nACTOR DyingBaron1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 60\n\tHealth 100\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n damagefactor \"Avoid\", 0.0\n\tdamagefactor \"Shrapnel\", 0.0\n\tdamagefactor \"KillMe\", 0.0\n\tdamagefactor \"Cutless\", 0.6\n\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+NOPAIN\n\tScale 1.2\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tKSA8 BC 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\tGoto Death\n\n\tDeath:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Fall\n\tTNT1 A 0 A_PlaySound(\"baron/death\")\n\tKSA8 DEFG 6\n\tTNT1 A 0 A_SpawnItem(\"DeadBaronClassic\")\n\tStop\n\n\tDeath.head:\n\t TNT1 A 0 A_SpawnItem(\"BaronOfHellHeadExplode\", 0, 62)\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AA 0 A_CustomMissile (\"BaronHeadPiece\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tBADH A 9\n BADH B 9\n BADH C 9 A_BossDeath\n\t\tBADH D 9 A_NoBlocking\n TNT1 A 0 A_SpawnItem (\"DeadBaronNoHead\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t Stop\n\n\tDeath.SSG:\n\tXDeath:\n\tDeath.ExplosiveImpact:\n\t TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 A 0 A_NoBlocking\n\t TNT1 A 0 A_CustomMissile (\"BaronXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t Stop\n\n\tDeath.Shotgun:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfCloser(120, \"Death.Cutless\")\n\tGoto Death\n\tDeath.Cutless:\n\t TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathHalfBOH\", 24, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tBBO2 AABCD 10\n TNT1 A 0 A_SpawnItem (\"DeadBaronHalfDown\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tStop\n}}\n\nACTOR PlayerChaingunguyVictim\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 70\n\tbloodtype \"DeadBlood\"\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\t+DONTSPLASH\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tXPL8 A 50\n\tGoto DieNow\n\n DieNow:\n\tTNT1 A 0\n\tPLAY JKL 5\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Fall\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tPLAY L -1\n\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(129, \"Pain2\")\n\tXPL8 B 2\n\tGoto Spawn\n\n\tPain2:\n\tXPL8 C 3\n\tGoto Spawn\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tXPL2 A 10 A_XScream\n TNT1 AA 0 A_CustomMissile (\"Big_Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n TNT1 AA 0 A_CustomMissile (\"Big_Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"Big_Blood\", 40, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"Big_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"Big_Blood\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n XPL2 E -1\n\t\tStop\n}}\n\nACTOR DyingZombiemanLostTeeth: Zombie_Man\n{\n Radius 12\n Height 32\n Speed 0\n\tHealth 40\n\t-COUNTKILL\n\t+GHOST\n\t+THRUGHOST\n\t+NOPAIN\n\t+FRIENDLY\n\tDropItem \"None\" 255\n States\n {\n\tSpawn:\n\tPain.Head:\n\tSEE:\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Teeth\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"TeethNoBounce\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 2, 32,0)\n\t\tZZD5 A 6 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 CB 8\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 2, 32,0)\n\t\tZZD5 CB 12 A_Pain\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 2, 32,0)\n\t\tZZD5 CB 12 A_Pain\n\n\t\tDeath:\n\t\tTNT1 A 0 A_Scream\n\t\tZZD5 D 6 A_NoBlocking\n\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadZombieManFacingFront\")\n\t\tFPZ2 J 0\n\t\tStop\n\n\tDeath.Head:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"CrueltyBonus1Health\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.Decaptate\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(-600, \"XDeath\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(-250, \"Death.SSGHead\")\n\t\tGoto Death.HeadExplode\n\n\tDeath.Shotgun:\n\t\tGoto DeathShotgunFly\n\tDeath.Cutless:\n\t\tGoto Death.Saw\n\n\t}\n}\n\nACTOR DyingShotgunguyHitInEye: Shotgunguy1\n{\n Radius 12\n Height 32\n Speed 0\n\tHealth 40\n\t-COUNTKILL\n\t+GHOST\n\t+THRUGHOST\n\t+NOPAIN\n\tDropItem \"None\" 255\n States\n {\n\tSpawn:\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail8\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget50\", 2, 32,0)\n\t\tSPOS U 6 A_Scream\n\t\tSPOS V 6\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget50\", 2, 32,0)\n\t\tSPOS VWVW 18 A_Pain\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget50\", 2, 32,0)\n\t\tSPOS VW 18 A_Pain\n\t\tTNT1 A 0 A_NoBlocking\n\t\tDeath:\n\t\tSPOS XY 6\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadShotgunguySPOSZ\")\n\t\tStop\n\n\tDeath.Head:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"CrueltyBonus1Health\")\n\t TNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.Decaptate\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(-600, \"XDeath\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(-250, \"Death.SSGHead\")\n\t\tGoto Death.HeadExplode\n\n\tDeath.Shotgun:\n\t\tGoto DeathShotgunFly\n\tDeath.Cutless:\n\t\tGoto Death.Saw\n\t}\n}"
},
{
"source": "pk3",
"name": "M_EEEVILLL.txt",
"contents": "Actor IsAnEvilMarine : Inventory\n{\ninventory.maxamount 5\n}\n\nActor NaziVerification1 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor NaziVerification2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor TVRRainVerification : Inventory\n{\ninventory.maxamount 30\n}\n\nActor Epic2AlienVerification : Inventory\n{\ninventory.maxamount 1\n}\n\nActor AltEasyMarineVerification : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR EvilMarine Replaces WolfensteinSS\n{\n\tGame Doom\n\tSpawnID 4\n\tHealth 200\n\tRadius 14\n\tHeight 56\n\tSpeed 6\n\tFastSpeed 6\n\tPainChance 200\n\tMonster\n\t+FLOORCLIP\n\t+DONTHURTSPECIES\n\t+QUICKTORETALIATE\n\tSpecies \"EvilMarines\"\n\tdamagefactor \"shotgun\", 0.6\n\tdamagefactor \"cutless\", 0.6\n\tdamagefactor \"saw\", 0.8\n\tdamagefactor \"cut\", 0.8\n\tdamagefactor \"explosiveimpact\", 0.4\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"Avoid\", 0.0\n damagefactor \"Shrapnel\", 0.0\tdamagefactor \"KillMe\", 0.0 damagefactor \"TeleportRemover\", 0.0\n\tSeeSound \"none\"\n\tAttackSound \"grunt/attack\"\n\tPainSound \"evilmarinepain\"\n\tDeathSound \"evilmarinedeath\"\n\tActiveSound \"evilmarineactive\"\n\tObituary \"%o was eliminated by an evil marine.\"\n\tDropItem \"PLasmaRifle\"\n\tTranslation \"112:127=[64,64,64]:[0,0,0]\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTID(0,748)\n\t\tMARN A 0 ACS_ExecuteAlways(177, 0, 0, 0, 0)//Check if you are playing on an Wolfenstein level\n\t\tTNT1 A 0 A_GiveInventory(\"IsAnEvilMarine\", 1)\n\t\tPLAY A 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"Epic2AlienVerification\", 1, \"ISEpic2Alien\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziVerification1\", 1, \"VerificateNazi\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AltEasyMarineVerification\", 1, \"ISEasyMarine\")\n\n\t\tGoto Steady\n\n\t\tVerificateNazi:\n\t\tPLAY A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziVerification2\", 1, \"IsANazi\")\n\t\tGoto Steady\n\n\tISANazi:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Nazi\", 0, 0, 28, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG)\n\t\tStop\n\n\tISEpic2Alien:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Epic2Alien\", 0, 0, 28, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG)\n\t\tStop\n\n\tISEasyMarine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"EasyMarine\", 0, 0, 28, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG)\n\t\tStop\n\n\tIdle:\n\t\tPLAY AAAAAAA 5 A_Look\n\t\tTNT1 A 0 A_Jump(32, 3)\n\t\tTNT1 A 0 A_SetAngle(angle - 40)\n\t\tPLAY AA 5 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle + 40)\n\t\tPLAY A 5 A_Look\n\t\tTNT1 A 0 A_Jump(32, 3)\n\t\tTNT1 A 0 A_SetAngle(angle + 40)\n\t\tPLAY AAAA 5 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle - 40)\n\t\tPLAY AAA 5 A_Look\n\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY BBBB 2 A_Wander\n\t\tTNT1 A 0 A_Look\n\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY CCCC 2 A_Wander\n\t\tTNT1 A 0 A_Look\n\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY DDDD 2 A_Wander\n\t\tTNT1 A 0 A_Look\n\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY AAAA 2 A_Wander\n\t\tTNT1 A 0 A_Look\n\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY BBBB 2 A_Wander\n\t\tTNT1 A 0 A_Look\n\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY CCCC 2 A_Wander\n\t\tTNT1 A 0 A_Look\n\t\tLoop\n\n\tSteady:\n\t\tPLAY A 5 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"evilmarinesight\", 2)\n\t\tGoto ChasePlayer\n\tChasePlayer:\n\t\tPLAY AAAA 1 A_Chase//(\"\",\"\")\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY BBBB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY CCCC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY DDDD 1 A_Chase\n\n\t\tPLAY AAAA 1 A_Chase//(\"\",\"\")\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY BBBB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY CCCC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY DDDD 1 A_Chase\n\n\t\tPLAY AAAA 1 A_Chase//(\"\",\"\")\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY BBBB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY CCCC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY DDDD 1 A_Chase\n\n\t\tPLAY AAAA 1 A_Chase//(\"\",\"\")\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY BBBB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY CCCC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY DDDD 1 A_Chase\n\n\t\tPLAY AAAA 1 A_Chase//(\"\",\"\")\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY BBBB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY CCCC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY DDDD 1 A_Chase\n\n\t\tPLAY AAAA 1 A_Chase//(\"\",\"\")\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY BBBB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tPLAY CCCC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tPLAY DDDD 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tLoop\n\tWrongTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tPLAY AAAABBBBCCCCDDDDAAABBBBCCCCDDDDAAABBBBCCCCDDDDAAABBBBCCCCDDDDAAABBBBCCCCDDDDAAABBBBCCCCDDDD 1 A_Chase\n\t\tGoto ChasePlayer\n\tMissile:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsAnEvilMarine\", 1, \"WrongTarget\")\n\t\tTNT1 A 0 A_Recoil(-4)\n\t\tTNT1 A 0 A_Jump(192, \"MissileLeft\", \"MissileRight\")\n\t\tPLAY E 6 A_FaceTarget\n\t\tPLAY F 3 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",35,0,0,0)\n\t\tPLAY E 3 A_Facetarget\n\t\tPLAY F 3 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",35,0,0,0)\n\t\tPLAY E 3 A_Facetarget\n\t\tPLAY F 3 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",35,0,0,0)\n\t\tPLAY E 6 A_Facetarget\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"PlayerIsDead\", 1, \"Laugh\")\n\t\tGoto ChasePlayer\n\n\tMissileLeft:\n\t\tTNT1 A 0\n\t\tMARN A 3 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 9, 0, 0)\n\t\tMARN C 3 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",35,0,0,0)\n\t\tMARN B 2 A_Facetarget\n\t\tMARN A 3 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",35,0,0,0)\n\t\tMARN A 2 A_Facetarget\n\t\tMARN B 3 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",35,0,0,0)\n\t\tMARN A 3 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 9, 0, 0)\n\t\tMARN C 3 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",35,0,0,0)\n\t\tMARN B 2 A_Facetarget\n\t\tMARN A 3 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",35,0,0,0)\n\t\tMARN A 2 A_Facetarget\n\t\tMARN B 3 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",35,0,0,0)\n\t\tMARN C 4 A_Facetarget\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"PlayerIsDead\", 1, \"Laugh\")\n\t\tGoto ChasePlayer\n\n\tMissileRight:\n\t\tTNT1 A 0\n\t\tMARN A 3 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 9, 0, 0)\n\t\tMARN C 3 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",35,0,0,0)\n\t\tMARN B 2 A_Facetarget\n\t\tMARN A 3 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",35,0,0,0)\n\t\tMARN A 2 A_Facetarget\n\t\tMARN B 3 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",35,0,0,0)\n\t\tMARN A 3 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 9, 0, 0)\n\t\tMARN C 3 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",35,0,0,0)\n\t\tMARN B 2 A_Facetarget\n\t\tMARN A 3 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",35,0,0,0)\n\t\tMARN A 2 A_Facetarget\n\t\tMARN B 3 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",35,0,0,0)\n\t\tMARN C 4 A_Facetarget\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"PlayerIsDead\", 1, \"Laugh\")\n\t\tGoto ChasePlayer\n\n\tPain:\n\t\tPLAY G 3 A_Pain\n\t\tTNT1 A 0 A_Jump(160, \"RollLeft\", \"RollRight\")\n\t\tPLAY G 3\n\t\tGoto ChasePlayer\n\n\tRollLeft:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 10, 0, 0)\n\t\tPROL EDCBA 3\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n\t\tGoto Missile\n\n\tRollRight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 10, 0, 0)\n\t\tPROL ABCDE 3\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n\t\tGoto Missile\n\n\tLaugh:\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"EVMRLAUG\")\n\t\tPLAY G 30\n\t\tGoto Idle\n\tDeath:\n\tDeath.Bullet:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tPLAY H 10 A_PlayerScream\n\n\t\tPLAY I 10 A_NoBlocking\n\t\tPLAY J 10\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n\t\tPLAY KLM 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPLAY N -1\n\t\tStop\n\n\tDeath.Shotgun:\n\tDeath.SSG:\n Death.Eat:\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"muchblood3\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL1 A 10 A_XScream\n XPL1 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n XPL1 CDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL1 E -1\n Stop\n\n Death.Cut:\n\tDeath.Saw:\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"muchblood3\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Slime:\n TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_NoBlocking\n TNT1 A -1\n Stop\n\n Death.CutLess:\n TNT1 A 0 A_Jump (128, 3)\n Goto Death\n TNT1 AAA 0\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 B 20 A_NoBlocking\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 DE 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Rip:\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 A 10 A_XScream\n TNT1 AAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 D 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 E 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL3 F -1\n Stop\n\tDeath.Massacre:\n\tDeath.Explosives:\n\tXDeath:\n\t\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n TNT1 A 0 A_CustomMissile (\"MarineXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib2\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib3\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n\t\tPPOD A 0 A_SpawnItemEx(\"BasicMarineGib4\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n MHEA A 7 A_XScream\n MHEA B 7 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n MHEA CD 7\n MHEA E -1\n\t\tStop\n\n\t Crush:\n\t Death.Stomp:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tStop\n\n\tDeath.Blast:\n\tDeath.SuperPunch:\n\tDeath.SSG:\n\t PLAY O 2 A_FaceTarget\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n PLAY OPQRSTU 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n PLAY U -1\n Stop\n\n Death.Rape:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 A 20 A_XScream\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 B 20 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 C 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 D 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 E 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 F 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL4 F -1\n Stop\n\n Death.plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 1\n TNT1 A -1\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n Death.burn:\n\t PBUR A 1\n PBUR A 1 A_Scream\n PBUR A 1 A_NoBlocking\n\t TNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n PBUR AAAABBBBCCCC 2 A_CustomMissile (\"SmallFlameTrails\", 32, 0, random (0, 180), 2, random (0, 180))\n\t PBUR DDDDEEEE 2 A_CustomMissile (\"SmallFlameTrails\", 16, 0, random (0, 180), 2, random (0, 180))\n PBUR EEEEE 4 A_CustomMissile (\"SmallFlameTrails\", 8, 0, random (0, 180), 2, random (0, 180))\n\t\tPBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n PBUR E -1\n Stop\n\n Death.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n BURN W 6 A_Scream\n BURN X 6 A_NoBlocking\n\t TNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n BUR2 ABCD 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN FGHIJKL 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN MNOPQRSTUV 6 BRIGHT A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n BURN V -1\n Stop\n\n\t Death.ExplosiveImpact:\n\t\tNULL A 0 ThrustThingZ(0,30,0,1)\n\t\tNULL AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tNULL AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n NULL AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t NULL A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t PPOD A 0 A_SpawnItemEx(\"BasicMarineGib1\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION)\n NULL AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tNULL A 0 A_XScream\n XPL6 A 5\n\t\tNULL A 0 A_NoBlocking\n XPL6 BCDE 5\n XPL6 F -1\n Stop\n\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n\n Death.HKFT:\n\tDeath.BHFT:\n\tDeath.RVFT:\n\t\tTNT1 A 1 A_PlayerScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n TNT1 A 0 A_GiveToTarget(\"Curbstomp_Marine\",1)\n\t\tTNT1 A -1\n Stop\n\n Death.FatalityMarine:\n\t\tTNT1 A 1 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 1 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"RemoveMarine\")\n TNT1 A 0 A_GiveToTarget(\"Fatality_Marine\",1)\n\t\tTNT1 A -1\n Stop\n\t}\n}\n\nActor EasyMarine: EvilMarine\n{\nHealth 80\nSpeed 5\nFastSpeed 5\nDropItem \"RifleDrop\"\nMaxStepHeight 42\nMaxDropOffHeight 42\n-CANUSEWALLS\nStates\n{\nSpawn:\n\t\tPLAY A 3 A_Look\n\t\tTNT1 A 0 A_GiveInventory(\"IsAnEvilMarine\", 1)\n\t\tLoop\n\nMissile:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsAnEvilMarine\", 1, \"WrongTarget\")\n\t\tTNT1 A 0 A_Recoil(-4)\n\t\tTNT1 A 0 A_Jump(192, \"MissileLeft\", \"MissileRight\")\n\t\tPLAY E 6 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"MarineMuzzle1\", 36, 20, 15, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 36, 20, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPLAY F 3 BRIGHT A_CustomMissile(\"ZombiemanTracer\",35,0,0,0)\n\t\tPLAY E 3 A_Facetarget\n\t\tTNT1 A 0 A_CustomMissile(\"MarineMuzzle1\", 36, 20, 15, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 36, 20, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPLAY F 3 BRIGHT A_CustomMissile(\"ZombiemanTracer\",35,0,0,0)\n\t\tPLAY E 3 A_Facetarget\n\t\tTNT1 A 0 A_CustomMissile(\"MarineMuzzle1\", 36, 20, 15, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 36, 20, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPLAY F 3 BRIGHT A_CustomMissile(\"ZombiemanTracer\",35,0,0,0)\n\t\tPLAY E 6 A_Facetarget\n\t\tTNT1 A 0 A_Jump(160, \"RollLeft\", \"RollRight\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"PlayerIsDead\", 1, \"Laugh\")\n\t\tGoto ChasePlayer\n\n\tMissileLeft:\n\t\tTNT1 A 0\n\t\tMARN A 3 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 9, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"MarineMuzzle1\", 36, 20, 15, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 36, 20, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tMARN C 3 BRIGHT A_CustomMissile(\"ZombiemanTracer\",35,0,0,0)\n\t\tMARN B 2 A_Facetarget\n\t\tTNT1 A 0 A_CustomMissile(\"MarineMuzzle1\", 36, 20, 15, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 36, 20, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tMARN A 3 BRIGHT A_CustomMissile(\"ZombiemanTracer\",35,0,0,0)\n\t\tMARN A 2 A_Facetarget\n\t\tTNT1 A 0 A_CustomMissile(\"MarineMuzzle1\", 36, 20, 15, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 36, 20, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tMARN B 3 BRIGHT A_CustomMissile(\"ZombiemanTracer\",35,0,0,0)\n\t\tMARN A 3 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"MarineMuzzle1\", 36, 20, 15, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 36, 20, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 9, 0, 0)\n\t\tMARN C 3 BRIGHT A_CustomMissile(\"ZombiemanTracer\",35,0,0,0)\n\t\tMARN B 2 A_Facetarget\n\t\tTNT1 A 0 A_CustomMissile(\"MarineMuzzle1\", 36, 20, 15, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 36, 20, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tMARN A 3 BRIGHT A_CustomMissile(\"ZombiemanTracer\",35,0,0,0)\n\t\tMARN A 2 A_Facetarget\n\t\tTNT1 A 0 A_CustomMissile(\"MarineMuzzle1\", 36, 20, 15, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 36, 20, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tMARN B 3 BRIGHT A_CustomMissile(\"ZombiemanTracer\",35,0,0,0)\n\t\tMARN C 4 A_Facetarget\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"PlayerIsDead\", 1, \"Laugh\")\n\t\tGoto ChasePlayer\n\n\tMissileRight:\n\t\tTNT1 A 0\n\t\tMARN A 3 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 9, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"MarineMuzzle1\", 36, 20, 15, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 36, 20, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tMARN C 3 BRIGHT A_CustomMissile(\"ZombiemanTracer\",35,0,0,0)\n\t\tMARN B 2 A_Facetarget\n\t\tTNT1 A 0 A_CustomMissile(\"MarineMuzzle1\", 36, 20, 15, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 36, 20, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tMARN A 3 BRIGHT A_CustomMissile(\"ZombiemanTracer\",35,0,0,0)\n\t\tMARN A 2 A_Facetarget\n\t\tTNT1 A 0 A_CustomMissile(\"MarineMuzzle1\", 36, 20, 15, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 36, 20, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tMARN B 3 BRIGHT A_CustomMissile(\"ZombiemanTracer\",35,0,0,0)\n\t\tMARN A 3 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"MarineMuzzle1\", 36, 20, 15, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 36, 20, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 9, 0, 0)\n\t\tMARN C 3 BRIGHT A_CustomMissile(\"ZombiemanTracer\",35,0,0,0)\n\t\tMARN B 2 A_Facetarget\n\t\tTNT1 A 0 A_CustomMissile(\"MarineMuzzle1\", 36, 20, 15, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 36, 20, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tMARN A 3 BRIGHT A_CustomMissile(\"ZombiemanTracer\",35,0,0,0)\n\t\tMARN A 2 A_Facetarget\n\t\tTNT1 A 0 A_CustomMissile(\"MarineMuzzle1\", 36, 20, 15, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 36, 20, 15, 0)\n TNT1 A 0 A_PlaySound(\"weapons/rifle\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tMARN B 3 BRIGHT A_CustomMissile(\"ZombiemanTracer\",35,0,0,0)\n\t\tMARN C 4 A_Facetarget\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"PlayerIsDead\", 1, \"Laugh\")\n\t\tGoto ChasePlayer\n\n\tPain:\n\t\tPLAY G 3 A_Pain\n\t\tTNT1 A 0 A_Jump(160, \"RollLeft\", \"RollRight\")\n\t\tPLAY G 3\n\t\tGoto ChasePlayer\n\n\tRollLeft:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 10, 0, 0)\n\t\tPROL EDCBA 3\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n\t\tGoto Missile\n\n\tRollRight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 10, 0, 0)\n\t\tPROL ABCDE 3\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n\t\tGoto Missile\n\t}\n}"
},
{
"source": "pk3",
"name": "M_Epic2Sstuff.txt",
"contents": "ACTOR Epic2Alien\n{\n\tHealth 80\n\tRadius 20\n\tHeight 56\n\tSpeed 9\n\tPainChance 170\n\tdamagefactor \"shotgun\", 0.6\n\tdamagefactor \"cutless\", 0.6\n\tdamagefactor \"saw\", 0.8\n\tdamagefactor \"cut\", 0.8\n\tdamagefactor \"explosiveimpact\", 0.4\n\tMonster\n\t+FLOORCLIP\n\tSeeSound \"wolfss/sight\"\n\tPainSound \"wolfss/pain\"\n\tDeathSound \"wolfss/death\"\n\tActiveSound \"wolfss/active\"\n\tAttackSound \"wolfss/attack\"\n\tObituary \"$OB_WOLFSS\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tSSWV ABCD 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 1 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tSSWV ABCD 1 A_Chase\n\t\tSSWV ABCD 1 A_Chase(\"\",\"\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 1 A_Chase(\"\",\"\")\n\t\tSSWV ABCDABCD 1 A_Chase\n\t\tLoop\n\tMissile:\n\t\tSSWV E 9 A_FaceTarget\n\t\tSSWV F 4 A_FaceTarget\n\t\tSSWV G 4 BRIGHT A_CPosAttack\n\n\t\tSSWV E 9 A_FaceTarget\n\t\tSSWV F 4 A_FaceTarget\n\t\tSSWV G 4 BRIGHT A_CPosAttack\n\n\t\tSSWV E 9 A_FaceTarget\n\t\tSSWV F 4 A_FaceTarget\n\t\tSSWV G 4 BRIGHT A_CPosAttack\n\n\t\tSSWV E 9 A_FaceTarget\n\t\tSSWV F 4 A_FaceTarget\n\t\tSSWV G 4 BRIGHT A_CPosAttack\n\t\tGoto See\n\tPain:\n\t\tSSWV H 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tSSWV I 5\n\t\tSSWV J 5 A_Scream\n\t\tSSWV K 5 A_NoBlocking\n\t\tSSWV L 5\n\t\tSSWV M -1\n\t\tStop\n\tXDeath:\n\t\tSSWV N 5\n\t\tSSWV O 5 A_XScream\n\t\tSSWV P 5 A_NoBlocking\n\t\tSSWV QRSTU 5\n\t\tSSWV V -1\n\t\tStop\n\tRaise:\n\t\tSSWV M 5\n\t\tSSWV LKJI 5\n\t\tGoto See\n\t}\n}\n\nActor TVRRainSpawner\n{\n Radius 1\n Height 1\n +NoClip\n +SpawnCeiling\n +NoGravity\n States\n {\n Spawn:\n TNT1 A 1\n\tTNT1 A 0 ThrustThingZ(0,955,0,1)\n\tGoto Spawn2\n\n Spawn2:\n\tTNT1 A 1\n TNT1 A 0 A_PlaySoundEx(\"AMBRAIN\", \"SoundSlot7\", 1)\n TNT1 A 1 A_SpawnItemEx(\"TVRRainDrop\", Random(-48, 48), 0, -2, 0, 0, 0, Random(0, 360), 128, 1)\n TNT1 A 1\n Loop\n }\n}\n\nActor TVRRainDrop\n{\n +Missile\n -NoGravity\n Speed 0\n Height 2\n Radius 2\n Renderstyle Translucent\n Alpha 0.6\n Scale 1.0\n Mass 0\n States\n {\n Spawn:\n RNDR A 1\n Loop\n Death:\n RNDR BCDEFGH 3 A_FadeOut(0.15)\n Stop\n }\n}\n\nActor AltMap01CloudSpawner\n{\n Radius 1\n Height 1\n +THRUACTORS\n +NOGRAVITY\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SetAngle(90)\n Spawn2:\n\tTNT1 A 10\n TNT1 A 0 A_SpawnItemEx(\"AltMap01Cloud\", 0, random(-850, 850), random(-85, 85))\n Loop\n }\n}\n\n//, random(-2, 2), random(-4, 4)\n\nACTOR AltMap01Cloud\n{\n\tRadius 128\n\tHeight 128\n\tSpeed 10\n\tProjectile\n\t+RANDOMIZE\n\t+THRUACTORS\n\tRenderStyle Add\n\tAlpha 1\n\tScale 2.0\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tStates\n\t{\n\tSpawn:\n\t\tFOGL A 4\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tTNT1 A 0 A_Jump(32, \"Spawn\")\n\t\tFOGL A 10000\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "M_GORE!!!.txt",
"contents": "actor BigGibBase\n{ Radius 10\n Height 10\n +NOTELEPORT\n +MOVEWITHSECTOR\n\t+DONTSPLASH\n\t+NOBLOCKMONST\n\t-NOBLOCKMAP\n\t+GHOST\n\t+THRUACTORS\n\t+FLOORCLIP\n\t+SLIDESONWALLS\n\t+FORCEXYBILLBOARD\n\tDamageFactor \"CauseObjectsToSplash\", 0.0\n\tDamageFactor \"GibRemoving\", 0.5\n\t//+SOLID\n\t-SOLID\n\t+SHOOTABLE\n\tdamagefactor \"Crush\", 50.0\n\tdamagefactor \"Shrapnel\", 100.0\n damagefactor \"Plasma\", 20.0\n\t damagefactor \"TeleportRemover\", 1000.0\n\t painchance \"Flames\", 0\n\t painchance \"Fire\", 0\n\t painchance \"Burn\", 0\n\t painchance \"KillMe\", 0\n\t damagefactor \"Kick\", 3.0\n\tdamagefactor \"SuperKick\", 3.0\n\tdamagefactor \"ExtremePunches\", 2.0\n Mass 1000\n Health 100\n damagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Avoid\", 0.0 damagefactor \"Taunt\", 0.0\n damagefactor \"Trample\", 5000.0\n\tpainchance 255\nStates {\n Spawn:\nTNT1 A 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n\n Death:\n \t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"XDeathSkinPiece2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeathSkinPiece1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"SmallSuperGore\", 10, 0, random (0, 360), 2, random (10, 170))\n\t\tStop\n Death.plasma:\n\tDeath.Burn:\n\tDeath.Fire:\n\tDeath.Flames:\n TNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Jump(128, \"DeathFire2\")\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\tDeathFire2:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n Death.Trample:\n\t\tTNT1 A 0 A_GiveToTarget(\"BootsSmearedWithRedBlood\", 6)\n\tDeath.Crush:\n\tDeath.Stomp:\n\tDeath.SuperPunch:\n\tDeath.ExtremePunches:\n \t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 30))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"BloodMist\", 5, 0, random (0, 360), 2, random (0, 30))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"XDeathSkinPiece2\", 5, 0, random (0, 360), 2, random (10, 30))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeathSkinPiece1\", 5, 0, random (0, 360), 2, random (10, 130))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"SmallSuperGore\", 10, 0, random (0, 360), 2, random (10, 30))\n\t\t TNT1 A 0 A_SpawnItem(\"SplatteredSmall\")\n\t\t XME2 L 1\n\t\t XME2 L -1\n\t\t Stop\n\tDeath.TeleportRemover:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tStop\n\tDeath.GibRemoving:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tStop\n\n\tDeath.Desintegrate:\n\t\t TNT1 A 0\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFake\", 0, 0, random (0, 360), 2, random (0, 90))\n TNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\t TNT1 A 0 A_CustomMissile (\"BloodMistSmall\", 7, 0, random (0, 360), 2, random (30, 60))\n\t\t Stop\n\t\t }}\n\nactor LimbBase: BigGibBase\n{ Radius 6\n Height 10\n Mass 1000\n Painchance 256\n Health 35\n +FORCEXYBILLBOARD\n\t+DONTSPLASH\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\t//+SOLID\n\t+THRUACTORS\n\t+FLOORCLIP\n\tdamagefactor \"Crush\", 50.0\n DeathSound \"misc/xdeath4\"\n damagefactor \"Blood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Avoid\", 0.0 damagefactor \"Taunt\", 0.0\n //damagefactor \"Plasma\", 99000.0\n damagefactor \"Trample\", 2.0\n\tdamagefactor \"Kick\", 9.0\n\tdamagefactor \"Explosive\", 0.1\n\tdamagefactor \"ExplosiveImpact\", 9.1\n\tdamagefactor \"Shrapnel\", 100.0\ndamagefactor \"Melee\", 9.0\ndamagefactor \"SuperPunch\", 9.0\ndamagefactor \"Plasma\", 20.0\npainchance 255\nStates {\n Spawn:\nTNT1 A 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n Death:\n \t TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n XDT3 BCDEFGH 3\n\tDeath.Crush:\n \t TNT1 A 1 A_CustomMissile (\"XDeath1\", 5, 5, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 5, -5, random (0, 360), 2, random (0, 160))\n\n\t\t CRSB A 9009\n\t\t Stop\n\t\tStop}}\n\nACTOR TinyGib\n{\n Radius 2\n Height 8\n\tSpeed 6\n\tMass 1\n gravity 0.5\n Scale 0.8\n\tDecal BrutalBloodSplat\n +MOVEWITHSECTOR\n +NOBLOCKMAP\n +NOTELEPORT\n +MISSILE\n +FORCEXYBILLBOARD\n\t+DONTSPLASH\n\t+NOBLOCKMONST\n seesound \"bloood\"\n deathsound \"bloood\"\n States\n {\n Spawn:\n TNT1 A 1\n\t\tLoop\n }\n}\n\nactor BloodTrails\n{\nDecal BrutalBloodSplat\n game Doom\n\tAlpha 0.4\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\nGravity 0.05\n+NOCLIP\n +DontSplash\n-EXPLODEONWATER\n-ALLOWPARTICLES\n-NOGRAVITY\nScale 1.2\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //BLER GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.01)\n TNT1 AAAAAA 0 A_CustomMissile (\"BloodTr255G\", 0, 0, random (0, 360), 2, random (0, 180))\n //BLOD A 0 A_SpawnItem (\"Big_Blood\", 0, 10)\n stop\n }\n}\n\n// Blood trails spawned by FlyingBlood\nactor Brutal_FlyingBloodTrail8\n{\n game Doom\n scale 0.70\n mass 1\n Decal BrutalBloodSplat\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n+NOCLIP\n+FORCEXYBILLBOARD\n-DONTSPLASH\n+MISSILE\n-NOGRAVITY\nSpeed 3\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL A 8\n BTRL B 8\n BTRL C 8\n BTRL D 8\n stop\n\n\tSplash:\n BLOD A 0\n stop\n\n }\n}\n\nActor GreenBloodTrail\n{\n-NOGRAVITY\n+NOCLIP\nradius 16\nheight 16\ngravity 0.5\nScale 1.5\n translation \"168:191=112:127\",\"16:47=120:127\"\n+FORCEXYBILLBOARD\n +NOBLOCKMAP\nstates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTid(0,386)\n\t\tBLOD ABCD 2\n\t\tstop\n Splash:\n TNT1 A 0\n Stop\n\t}\n}\n\nActor BlueBloodTrail\n{\n-NOGRAVITY\n+NOCLIP\nradius 16\nheight 16\ngravity 0.5\nScale 1.5\ntranslation \"168:191=192:207\",\"16:47=240:247\"\ndecal CacoBloodSplat\n+FORCEXYBILLBOARD\nstates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTid(0,386)\n\t\tBLOD ABCD 2\n\t\tstop\n Splash:\n TNT1 A 0\n Stop\n\t}\n}\n\nACTOR XDeath1\n{\n Radius 8\n Height 8\n Speed 10\n Scale 1.2\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +RIPPER\n +BLOODLESSIMPACT\n\t-DONTSPLASH\n\t+THRUGHOST\n\t+THRUACTORS\n\t+FLOORCLIP\ndamagetype Blood\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSuper\n\tMass 1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Underwater\")\n BLOD A 4 A_CustomMissile (\"XDeath1Trail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n XDT1 EFGHIJKL 5\n Stop\n TNT1 A 1\n Underwater:\n\t Splash:\n\t BLUD C 0 ThrustThingZ (0,35,1,0)\n XDT1 AB 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tBLUD C 0 ThrustThingZ (0,35,1,0)\n\t\tXDT1 CD 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n }\n}\n\nACTOR XDeath2: XDeath1\n{\n\t+DONTSPLASH\n Speed 10\n\tGravity 0.4\n DeathSound \"misc/xdeath2\"\n\tDecal BrutalBloodSuper\n Scale 1.1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XME1 ABCD 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n\n\t TNT1 A 0 A_CheckFloor(\"SpawnFloor\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilBloodSimplerLarge\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilXDeath2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tSpawnFloor:\n\t XME1 E 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t\tXME1 E 3\n\t\tTNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Living:\n\t XME1 E 600\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n\t\tLoop\n\tVanish:\n\t TNT1 A 5\n\t\tStop\n }\n}\n\nACTOR XDeath2b: XDeath2\n{\nSpeed 4\n}\n\nACTOR XDeath3: XDeath2\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BrutalBloodSuper\n\tScale 1.1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XME2 ABCD 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n\t TNT1 A 0 A_CheckFloor(\"SpawnFloor\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilBloodSimplerLarge\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilXDeath3\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\n\tSpawnFloor:\n\t XME2 E 1\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t\tXME2 E 3\n\t\tTNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Living:\n\t XME2 E 600\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n\t\tLoop\n\tVanish:\n\t TNT1 A 5\n\t\tStop\n }\n}\n\nACTOR XDeath3b: XDeath3\n{\nSpeed 4\n}\n\nACTOR XDeath4: XDeath2\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tScale 1.1\n\t+DOOMBOUNCE\n\tBounceFactor 0.3\n\twallbouncefactor 0.2\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XME3 ABCDEFGH 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\")\n\tGOto Death1\n\n\tDeath1:\n\t TNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t XME3 GH 3\n\t XME3 A 1\n\t\tTNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\tLiving1:\n\t\tXME3 A 600//duration\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n Loop\n\tDeath2:\n\t XME3 I 1\n\t\tTNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t\tXME3 I 1\n Living2:\n\t\tXME3 I 600//duration\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n Loop\n\tVanish:\n\t TNT1 A 1\n\t Stop\n }\n}\n\nACTOR XDeath5: XDeath2\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tScale 1.1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XME5 ABCD 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n XME5 E 3\n Living:\n\t\tXME5 E 800//duration\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"Vanish\")\n Loop\n\tVanish:\n\t TNT1 A 1\n\t Stop\n\n }\n}\n\nACTOR XDeathOrgan1: XDeath2\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tScale 0.9\n\tSpeed 4\n States\n {\n Spawn:\n\t XME8 A 4 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n XME8 A 1\n\t\tXME8 A -1\n Stop\n }\n}\n\nACTOR XDeathOrgan1b: XDeathOrgan1\n{\n\tXScale -0.7\n\tYScale 0.5\n}\n\nACTOR XDeathOrgan2: XDeathOrgan1\n{\nStates\n{\n Spawn:\n\t XME8 B 4 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n XME8 B 1\n\t\tXME8 B -1\n Stop\n }\n}\n\nACTOR XDeathGuts: XDeath2\n{\n Scale 1.1\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XME4 AAAABBBBCCCCDDDD 2\n Loop\n Death:\n TNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n //TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n XME4 E 9009\n Stop\n }\n}\n\nACTOR GoreSound: XDeath2\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"none\"\n Decal \"None\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 2\n Loop\n Death:\n TNT1 BCDE 1\n Stop\n Splash:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR ShakeShakeShake: XDeath2\n{\n SeeSound \"none\"\n DeathSound \"none\"\n Decal \"None\"\n Gravity 1.0\n Speed 1\n States\n {\n Spawn:\n TNT1 A 5\n Goto Death\n Death:\n TNT1 A 1\n\t EXPL A 0 Radius_Quake (4, 24, 0, 15, 0)\n TNT1 A 20\n Stop\n }\n}\n\n//ACTOR XDeathMarineHead\n//{\n// Radius 8\n // Height 8\n // Speed 16\n\t//Mass 6\n\t//BounceFactor 0.4\n//\t+DOOMBOUNCE\n // +NOBLOCKMAP\n//\t+MISSILE\n // +NOTELEPORT\n // +DONTSPLASH\n // +MOVEWITHSECTOR\n // DeathSound \"misc/xdeath1\"\n//\tDecal BrutalBloodSplat\n // States\n // {\n // Spawn:\n\t// TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n // MHEA A 15 A_CustomMissile(\"Brutal_FlyingBloodTrail\",0,0,180,2)\n // Loop\n // Death:\n // MHEA A 9009\n // Stop\n // }\n//}\n\n/////////////////\n//ARMS\n/////////////////\n\nACTOR XDeathArm1\n{\n Radius 8\n Height 8\n Scale 1.1\n\tSpeed 8\n\tMass 1\n gravity 0.5\n\tDecal BrutalBloodSplat\n\tBounceFactor 0.2\n\twallbouncefactor 0.2\n\tBounceCount 3\n\t+DOOMBOUNCE\n +MOVEWITHSECTOR\n +NOBLOCKMAP\n +NOTELEPORT\n +MISSILE\n\t+EXPLODEONWATER\n\t+SKYEXPLODE\n\t-DONTSPLASH\n seesound \"bloood\"\n deathsound \"bloood\"\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXARM AEBCFDG 5 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t XDT5 I 1\n XDT5 I 0 A_SpawnItem(\"Gib_Arm\")\n Stop\n }\n}\n\nactor Gib_Arm: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\nXDT5 I 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n Death.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"GibHand\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"GibArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t XDT5 I 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tXARM ABCD 3\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\tXARM A 6\n\tXARM ABCDABCDABCD 6 A_CheckFloor(\"Landz\")\n\tGoto Landz\n\tLandz:\n\tXDT5 I 0 A_SpawnItem(\"Gib_Arm\")\n\tStop\n}}\n\nACTOR XDeathArm1Kicked: XDeathArm1\n{\n+ACTIVATEMCROSS\n+ACTIVATEIMPACT\n+CANUSEWALLS\n States\n {\n Spawn:\n\t TNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t XARM A 2\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t\tTNT1 A 0\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXARM ABCD 6 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tGoto Spawn+3\n\t}\n}\n\nactor GibArmPart: TinyGib\n{\n Scale 1.0\n States\n {\nSpawn:\nXDT5 Z 1\n Loop\n Death:\nXDT5 Z 1\n Loop\n}}\n\nactor GibHand: TinyGib\n{\n Scale 1.0\n States\n {\nSpawn:\nXDT5 Y 1\n Loop\n Death:\nXDT5 Y 1\n Loop\n}}\n\nACTOR XDeathArm2: XDeathArm1\n{\n\tSpeed 10\n}\n\nACTOR XDeathBullArm1: XDeathArm1\n{\n Scale 1.0\n Speed 10\n\tGravity 0.4\n\tBounceFactor 0.4\n\twallbouncefactor 0.2\n\t+SKYEXPLODE\n\tSpecies \"Marines\"\n\t+THRUSPECIES\n\tBounceCount 5\n\tRadius 10\n States\n {\n Spawn:\n TNT1 A 0\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tHND8 ABCDEFGH 3 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n Death.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedDemonArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n\tDeath:\n HND8 I 1\n HND8 A 0 A_SpawnItem(\"Gib_DemonArm\",0,0,0,1)\n Stop\n }\n}\n\nACTOR XDeathDemonArm: XDeathBullArm1\n{\n Scale 1.0\n}\n\nactor Gib_DemonArm: LimbBase\n{\n Scale 1.0\n States\n {\n Spawn:\n\tHND8 GH 2\n\tGoto Spawn1\n\n\tSpawn1:\nHND8 I 40000\n Loop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"GibDemonHand\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"GibDemonArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t HND8 AA 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBullArm1Kicked\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tHND8 ABCDEFGH 2\n\tGoto Spawn1\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\tHND8 A 5\n\tHND8 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor(\"Landz\")\n\tGoto Landz\n\tLandz:\n\n\tXDT5 I 0 A_SpawnItem(\"Gib_DemonArm\")\n\tStop\n}}\n\nACTOR XDeathBullArm1Kicked: XDeathBullArm1\n{\n+ACTIVATEMCROSS\n+ACTIVATEIMPACT\n+CANUSEWALLS\n}\n\nactor GibDemonArmPart: TinyGib\n{\n Scale 1.0\n States\n {\nSpawn:\nHND8 Z 1\n Loop\n Death:\nHND8 Z 1\n Loop\n}}\n\nactor GibDemonHand: TinyGib\n{\n Scale 0.9\n States\n {\nSpawn:\nHND8 Y 1\n Loop\n Death:\nHND8 Y 1\n Loop\n}}\n\nACTOR XDeathImpArm: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n States\n {\n Spawn:\n TNT1 A 0\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tHND4 ABCDEFGH 4 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedImpArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n\tDeath:\n HND4 X 1\n HND4 X 0 A_SpawnItem(\"Gib_ImpArm\",0,0,0,1)\n Stop\n }\n}\n\nactor Gib_ImpArm: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n HND4 X 1900\n Loop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedImpArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"GibImpHand\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"GibImpArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t HND4 AA 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tHND4 ABCDEFGH 3\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\tHND4 X 5\n\tHND4 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor(\"Landz\")\n\tGoto Landz\n\tLandz:\n\tXDT5 I 0 A_SpawnItem(\"Gib_ImpArm\")\n\tStop\n}}\n\nactor GibImpArmPart: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\n HND4 Z 1\n Loop\n Death:\n HND4 Z 1\n Loop\n}}\n\nactor GibImpHand: TinyGib\n{\n Scale 0.8\n States\n {\nSpawn:\n HND4 Y 1\n Loop\n Death:\n HND4 Y 1\n Loop\n}}\n\nACTOR XDeathHalfImpUpperPart32\n{\n Radius 2\n Height 2\n Scale 1.1\n\tSpeed 6\n\tGravity 0.3\n\tMass 4\n\tDecal BrutalBloodSplat\n\tBounceFactor 0.2\n\twallbouncefactor 0.2\n\t+MISSILE\n +MOVEWITHSECTOR\n +NOBLOCKMAP\n +NOTELEPORT\n States\n {\n Spawn:\n //TNT1 A 0 A_SpawnItem(\"Brutal_LiquidBlood\",0,0,0,1)\n\t\tHND4 IJKLMNOPQ 3 A_CustomMissile(\"Brutal_LiquidBlood\",0,0,0,1)\n\t\tLoop\n Death:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t\tTNT1 AAA 0 A_spawnItem(\"Blood\", 0, 10)\n HND4 Q 1 A_SpawnItem(\"Gib_HalfImpUpperPart32\",0,0,0,1)\n TNT1 A 0\n Stop\n }\n}\n\nactor Gib_HalfImpUpperPart32: BigGibBase\n{\n\tdamagefactor \"ExplosiveImpact\", 5.0\n\tdamagefactor \"Kick\", 5.0\n States\n {\n Spawn:\nHND4 Q 1\nHND4 Q -1\n Stop\n\n\tDeath.ExplosiveImpact:\n\tDeath.Explosive:\n\tDeath.Kick:\n\tDeath.SuperPunches:\n\t TNT1 A 0\n\t TNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tGoto Fly\n\tFly:\n\t\tHND4 IJKLMNOPQ 3 A_CheckFloor(\"Land\")\n\t\tLoop\n\tLand:\n\t\tHND4 Q 1 A_SpawnItem(\"Gib_HalfImpUpperPart32\",0,0,0,1)\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"MeatDeathSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n\t\t}}\n\n/////////////////////\n//LEGS\n/////////////////////\n\nACTOR XDeathZombieLeg: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tLEG1 ABCDEFGH 5 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n LEG1 E 1\n\t\tLEG1 E 0 A_SpawnItem(\"Gib_ZombieLeg1\")\n Stop\n }\n}\n\nactor Gib_ZombieLeg1: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\nLEG1 E 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"GibZombieLegPart\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"GibZombieBoot\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG1 EE 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieLeg\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tLEG1 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\tLEG1 A 5\n\tLEG1 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor(\"Landz\")\n\tGoto Landz\n\tLandz:\n\tXDT5 I 0 A_SpawnItem(\"Gib_ZombieLeg2\")\n\tStop\n\n}}\n\nactor GibZombieLegPart: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\nLEG1 Z 1\n Loop\n Death:\nLEG1 Z 1\n Loop\n}}\n\nactor GibZombieBoot: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\nLEG1 Y 1\n Loop\n Death:\nLEG1 Y 1\n Loop\n}}\n\nACTOR XDeathZombieLeg2: XDeathZombieLeg\n{\n Speed 8\n\tGravity 0.4\n\tBounceFactor 0.4\n\twallbouncefactor 0.2\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tLEG1 ABCDEFGH 5 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t LEG1 A 1\n\t TNT1 A 0 A_SpawnItem(\"Gib_ZombieLeg2\")\n Stop\n }\n}\n\nactor Gib_ZombieLeg2: LimbBase\n{\n States\n {\n Spawn:\nLEG1 A 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"GibZombieLegPart\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"GibZombieBoot\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG1 AA 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieLegKicked\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tLEG1 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\tLEG1 A 5\n\tLEG1 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor(\"Landz\")\n\tGoto Landz\n\tLandz:\n\tXDT5 I 0 A_SpawnItem(\"Gib_ZombieLeg1\")\n\tStop\n}}\n\nACTOR XDeathZombieLegKicked: XDeathZombieLeg\n{\n+ACTIVATEMCROSS\n+ACTIVATEIMPACT\n}\n\nACTOR XDeathImpLeg: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFactor 0.4\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tLEG4 ABCDEFGH 5 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n LEG4 I 1\n LEG4 I 0 A_SpawnItem(\"Gib_ImpLeg\")\n Stop\n\n }\n}\n\nactor Gib_ImpLeg: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\nLEG4 I 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedImpLeg\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"GibImpLegPart\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"GibImpPaw\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG4 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpLeg\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tLEG4 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\tLEG4 A 5\n\tLEG4 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor(\"Landz\")\n\tGoto Landz\n\tLandz:\n\tXDT5 I 0 A_SpawnItem(\"Gib_ImpLeg\")\n\tStop\n}}\n\nactor GibImpLegPart: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\nLEG4 Z 1\n Loop\n Death:\nLEG4 Z 1\n Loop\n}}\n\nactor GibImpPaw: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\nLEG4 Y 1\n Loop\n Death:\nLEG4 Y 1\n Loop\n}}\n\nACTOR XDeathBullLeg12: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFactor 0.4\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t\tLEG8 ABCDEFGH 4 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t LEG8 I 1\n\t LEG8 I 0 A_SpawnItem(\"Gib_DemonLeg\")\n Stop\n }\n}\n\nactor Gib_DemonLeg: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n\tLEG8 GH 2\nGoto Spawn1\n\t Spawn1:\nLEG8 I 4000 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedDemonLeg\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"GibDemonLegPart\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"GibDemonPaw\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG8 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBullLeg12\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tLEG8 ABCDEFGH 2\n\tGoto Spawn1\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\tLEG8 A 5\n\tLEG8 ABCDEFGH 5\n\tXDT5 I 0 A_SpawnItem(\"Gib_DemonLeg\")\n\tStop}}\n\nactor GibDemonLegPart: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\nLEG8 Z 1\n Loop\n Death:\nLEG8 Z 1\n Loop\n}}\n\nactor GibDemonPaw: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\nLEG8 Y 1\n Loop\n Death:\nLEG8 Y 1\n Loop\n}}\n\nACTOR XDeathSargeLeg1: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFactor 0.4\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tLEG2 ABCDEFGH 5 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n LEG2 A 1\n\t LEG2 A 0 A_SpawnItem(\"Gib_SargeLeg\")\n Stop\n }\n}\n\nactor Gib_SargeLeg: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n\t LEG2 A 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"GibSargeLegPart\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"GibSargeBoot\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG2 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\t\t\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tLEG2 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\tLEG2 ABCDEFGH 5\n\tXDT5 I 0 A_SpawnItem(\"Gib_SargeLeg\")\n\tStop\n\n\t\t}}\n\nactor GibSargeLegPart: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\n\t LEG2 Z 1\n Loop\n Death:\n\t LEG2 Z 1\n Loop\n}}\n\nactor GibSargeBoot: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\n\t LEG2 Y 1\n Loop\n Death:\n\t LEG2 Y 1\n Loop\n}}\n\nACTOR XDeathSargeLeg2: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFactor 0.4\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tLEG2 ABCDEFGH 5 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t LEG2 E 1\n\t LEG2 E 1 A_SpawnItem(\"Gib_SargeLeg2\")\n Stop\n }\n}\n\nactor Gib_SargeLeg2: Gib_SargeLeg\n{\n Scale 1.1\n States\n {\n Spawn:\n\t LEG2 E 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"GibSargeLegPart\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"GibSargeBoot\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG2 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop}}\n\nACTOR XDeathChainLeg: XDeathArm1\n{\n Speed 8\n\tGravity 0.4\n\tBounceFactor 0.4\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tLEG3 ABCDEFGH 5\n\t\tLoop\n\tDeath:\n\t LEG3 A 1\n\t LEG3 A 0 A_SpawnItem(\"Gib_ChainLeg\")\n Stop\n }\n}\n\nactor Gib_ChainLeg: LimbBase\n{\n States\n {\n Spawn:\n\t LEG3 I 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG3 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainLeg\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop}}\n\nACTOR XDeathChainArm: XDeathArm1\n{\n Speed 8\n\tGravity 0.4\n\tBounceFactor 0.4\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tHND3 ABCDEFGH 5\n\t\tLoop\n\tDeath:\n\t HND3 A 1\n\t HND3 A 0 A_SpawnItem(\"Gib_ChainArm\")\n Stop\n }\n}\n\nactor Gib_ChainARm: LimbBase\n{\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Jump (128, \"Spawn2\")\n\t HND3 E 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t\tHND3 E 9009\n Loop\n\tSpawn2:\n\tHND3 A 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t HND3 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop}}\n\n//////////////\n//GUTS\n//////////////\n\nACTOR XDeathStomach: XDeathArm1\n{\n-DOOMBOUNCE\nBounceFactor 0.0\nSpeed 2\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t\tXSTO A 24 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n Death:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n XSTO EEEEEEEEE 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n XSTO E 9009\n Stop\n }\n}\n\nACTOR XDeathDemonHead\n{\n Radius 8\n Height 8\n Scale 0.9\n\tSpeed 10\n\tMass 1\n gravity 0.5\n\tDecal BrutalBloodSplat\n\tBounceFactor 0.4\n\tBounceCount 5\n\t+DOOMBOUNCE\n\t+MISSILE\n +MOVEWITHSECTOR\n +NOBLOCKMAP\n +NOTELEPORT\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t\tDEMH ABCDEF 7 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_SpawnItem(\"Gib_DemonHead\")\n Stop\n }\n}\n\nactor Gib_DemonHead: LimbBase\n{\nScale 0.9\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Jump (128, \"Spawn2\")\n\t DEMH I 9\n\t\tDEMH I -1\n Loop\n\tSpawn2:\n\t\tDEMH J 9\n\t\tDEMH J -1\n Loop\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 A 0 A_SpawnItem(\"MeatDeathSmall\")\n\tTNT1 AA 0 A_CustomMissile (\"XDeathBrain1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathBrain2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 10, random (5, -5), random (160, 200), 2, random (-10, 10))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 10, random (5, -5), random (160, 200), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 10, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"BaronHeadPiece\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"PinkyJaw\", 12, 0, random (0, 360), 2, random (0, 160))\n\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t HND3 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop}}\n\nACTOR XDeathHalfMarine\n{\n Radius 8\n Height 8\n Speed 4\n\tMass 8\n\tBounceFactor 0.2\n\tBounceCount 3\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n HPLA A 12 A_CustomMissile(\"Brutal_FlyingBloodTrail\",0,0,180,2)\n Loop\n Death:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n HPLA A 0 A_SpawnItem(\"HalfMarineGib\",0,0,0,1)\n Stop\n }\n}\n\nactor HalfMarineGib: BigGibBase\n{\n States\n {\n Spawn:\nHPLA A 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop }}\n\nACTOR XDeathHalfImp\n{\n Radius 8\n Height 8\n Speed 7\n\tMass 8\n\tBounceFactor 0.2\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n TROG K 12 A_CustomMissile(\"Brutal_FlyingBloodTrail\",0,0,180,2)\n Loop\n Death:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n TROG K 0 A_SpawnItem(\"HalfImpGib\",0,0,0,1)\n Stop\n }\n}\n\nactor HalfImpGib: BigGibBase\n{\n States\n {\n Spawn:\nTROG K 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n\n\tDeath:\n\t TNT1 A 0 A_CustomMissile (\"XDeathImpHead\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 12, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfImpUpperPart32\", 12, 0, random (0, 360), 2, random (10, 60))\n\t\t TNT1 A 0 A_SpawnItem(\"MeatDeathSmall\", 0, 10)\n\t\t Stop\n\t }}\n\nACTOR XDeathHalfZombieman\n{\n Radius 8\n Height 8\n Scale 1.0\n\tSpeed 6\n\tMass 4\n\tDecal BrutalBloodSplat\n\tBounceFactor 0.2\n\t+DOOMBOUNCE\n\t+MISSILE\n +MOVEWITHSECTOR\n +NOBLOCKMAP\n +NOTELEPORT\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t\tPOSX F 12\n\t\tLoop\n Death:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n POSX F 1 A_SpawnItem(\"Gib_HalfZombieman\",0,0,0,1)\n TNT1 A 0\n Stop\n }\n}\n\nactor Gib_HalfZombieMan: BigGibBase\n{\n States\n {\n Spawn:\nPOSX F 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n\n\t Death:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombiemanHead\", 15, 0, random (0, 360), 2, random (0, 180))\n\t\t\tTNT1 A 0 A_SpawnItem(\"MeatDeathSmall\", 0, 10)\n\t\t\tTNT1 AA 0 A_CustomMissile (\"XDeathArm1\", 6, 0, random (0, 360), 2, random (0, 90))\n\t\t\tStop\n\t }}\n\nACTOR XDeathHalfZombiemanNoArmNoHead\n{\n Radius 8\n Height 8\n\n\tSpeed 10\n\tGravity 0.7\n\tMass 4\n\tDecal BrutalBloodSplat\n\tBounceFactor 0.01\n\t+DOOMBOUNCE\n\t+MISSILE\n +MOVEWITHSECTOR\n +NOBLOCKMAP\n +NOTELEPORT\n\tScale 1.3\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t\tPOSX GHIJKLMN 4\n\t\tLoop\n Death:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n TNT1 AAA 0 A_SpawnItem(\"Blood\", 0, 5)\n\t\tTNT1 A 0 A_SpawnItem(\"Gib_HalfZombiemanNoArmNoHead\",0,0,0,1)\n Stop\n }\n}\n\nactor Gib_HalfZombieManNoArmNoHead: BigGibBase\n{\nScale 1.3\n States\n {\n Spawn:\nPOSX O 1\nPOSX O -1\n Stop\n\n\t Death:\n\t TNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_SpawnItem(\"MeatDeathSmall\")\n\t Stop\n\t }}\n\nACTOR XDeathHalfShotgunguyNoArmNoHead\n{\n Radius 8\n Height 8\n\n\tSpeed 10\n\tGravity 0.7\n\tMass 4\n\tDecal BrutalBloodSplat\n\tBounceFactor 0.01\n\t+DOOMBOUNCE\n\t+MISSILE\n +MOVEWITHSECTOR\n +NOBLOCKMAP\n +NOTELEPORT\n\tScale 1.3\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t\tSPSX GHIJKLMN 4\n\t\tLoop\n Death:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n TNT1 AAA 0 A_SpawnItem(\"Blood\", 0, 5)\n\t\tTNT1 A 0 A_SpawnItem(\"Gib_HalfShotgunguyNoArmNoHead\",0,0,0,1)\n Stop\n }\n}\n\nactor Gib_HalfShotgunguyNoArmNoHead: BigGibBase\n{\nScale 1.3\n States\n {\n Spawn:\nSPSX O 1\nSPSX O -1\n Stop\n\n\t Death:\n\t TNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_SpawnItem(\"MeatDeathSmall\")\n\t Stop\n\t }}\n\nACTOR XDeathHalfZombiemanDown\n{\n Radius 8\n Height 8\n Scale 1.1\n\tSpeed 6\n\tMass 4\n\tDecal BrutalBloodSplat\n\tBounceFactor 0.2\n\t+DOOMBOUNCE\n\t+MISSILE\n +MOVEWITHSECTOR\n +NOBLOCKMAP\n +NOTELEPORT\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t\tPOSX D 12\n\t\tLoop\n Death:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n POSX E 0 A_SpawnItem(\"GibHalfZombiemanDown\",0,0,0,1)\n Stop\n }\n}\n\nactor GibHalfZombiemanDown: BigGibBase\n{\n States\n {\n Spawn:\nPOSX E 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop }}\n\nACTOR XDeathHalfSergeant\n{\n Radius 8\n Height 8\n Speed 7\n\tMass 8\n\tBounceFactor 0.2\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n SP2X F 12 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n Loop\n Death:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n SP2X G 0 A_SpawnItem(\"GibHalfSergeant\",0,0,0,1)\n Stop\n }\n}\n\nACTOR XDeathHalfZombieman2\n{\n Radius 8\n Height 8\n Speed 7\n\tMass 8\n\tBounceFactor 0.2\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n PP2X F 12 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n Loop\n Death:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n PP2X G -1\n Stop\n }\n}\n\nactor GibHalfSergeant: BigGibBase\n{\n States\n {\n Spawn:\nSP2X G 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n\n\t Death:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MeatDeathSmall\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSergeantHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t }}\n\nACTOR RipUndeadMarine\n{\n Radius 8\n Height 8\n Speed 4\n\tMass 8\n\tBounceFactor 0.2\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n UDM3 E 4 A_CustomMissile(\"Brutal_FlyingBloodTrail\",0,0,180,2)\n Loop\n Death:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n UDM3 E 9009\n Stop\n }\n}\n\nACTOR XDeathHalfSkeleton\n{\n Radius 8\n Height 8\n Speed 9\n\tMass 8\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n SKEX F 12 A_CustomMissile(\"Brutal_FlyingBloodTrail\",0,0,180,2)\n Loop\n Death:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n SKEX F 0 A_SpawnItem(\"GibHalfSkeleton\",0,0,0,1)\n Stop\n }\n}\n\nactor GibHalfSkeleton: BigGibBase\n{\nRadius 8\n\tdamagefactor \"Kick\", 12.0\n\tdamagefactor \"ExtremePunches\", 12.0\n\tdamagefactor \"Melee\", 12.0\n\tdamagefactor \"Fatality\", 12.0\n States\n {\n Spawn:\nSKEX F 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n\t Death.Trample:\n\t Death:\n \t TNT1 A 0 A_SpawnItem(\"HellishMissileLauncher\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t\t}}\n\nACTOR XDeathMeat2\n{\n Radius 8\n Height 8\n Scale 0.8\n\tSpeed 11\n\tMass 1\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDT5 D 2\n\t\tGoto Death\n\tDeath:\n\t XDT5 D 9009\n\t\tStop\n }\n}\n\nACTOR XDeathBrain1\n{\n Radius 8\n Height 8\n Scale 0.8\n\tSpeed 13\n\tMass 1\n\tBounceFactor 0.3\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n\t+MISSILE\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDB5 ABCD 6\n\t\tLoop\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Jump(128, \"Death2\")\n\t XDT5 B 9009\n\t\tStop\n\tDeath2:\n\t XDT5 O 9009\n\t\tStop\n }\n}\n\nACTOR XDeathBrain2\n{\n Radius 8\n Height 8\n Scale 0.8\n\tSpeed 12\n\tMass 1\n\tBounceFactor 0.3\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n\t+MISSILE\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDB5 EFGH 6\n\tLoop\n\tDeath:\n\t XDT5 C 1\n\t XDT5 C 9009\n\t\tStop\n }\n}\n\nACTOR XDeathSmashedBrain\n{\n Radius 8\n Height 8\n Scale 0.8\n\tSpeed 10\n\tMass 1\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRS1 A 4\n\t\tGoto Death\n\tDeath:\n\t BRS1 A 1\n\t BRS1 A 9009\n\t\tStop\n }\n}\n\nACTOR XDeathStomachHeavy\n{\n Radius 8\n Height 8\n Scale 0.8\n\tSpeed 2\n\tMass 4\n\tDecal BrutalBloodSplat\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t\tXDT5 F 1\n\t\tLoop\n Death:\n XDT5 F 1\n XDT5 F 9009\n Stop\n }\n}\n\nACTOR XDeathTripe\n{\n Radius 8\n Height 8\n Scale 0.8\n\tSpeed 13\n\tMass 4\n\tDecal BrutalBloodSplat\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n XDT5 H 1\n\t\tLoop\n Death:\n XDT5 H 1\n XDT5 H 9009\n\t\tStop\n }\n}\n\nACTOR XDeathTripeHeavy\n{\n Radius 8\n Height 8\n Scale 0.8\n\tSpeed 2\n\tMass 4\n\tDecal BrutalBloodSplat\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n\t+MISSILE\n +MOVEWITHSECTOR\n +NOBLOCKMAP\n +NOTELEPORT\n States\n {\n Spawn:\n\t\tXDT5 H 1\n\t\tLoop\n Death:\n XDT5 H 1\n XDT5 H 9009\n Stop\n }\n}\n\nACTOR XDeathArchVile\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tVILP A 4 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n\t\tGoto Death\n\tDeath:\n VILP B 0\n\t VILP B 0 A_SpawnItem(\"GibArchVile\",0,0,0,1)\n\t\tStop\n }\n}\n\nactor GibArchVile: BigGibBase\n{\n States\n {\n Spawn:\nVILP B 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop }}\n\nACTOR XDeathArchVileLeg\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n\tBounceFactor 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tVILP C 4 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n\t\tGoto Death\n\tDeath:\n VILP C 1\n\t VILP C 9009\n\t\tStop\n }\n}\n\nACTOR XDeathGreen\n{\n Radius 8\n Height 8\n\tSpeed 18\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n\t+DOOMBOUNCE\n +MOVEWITHSECTOR\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal GreenBloodSuper\n\tBounceFactor 0.4\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 4 A_CustomMissile(\"GreenBloodTrail\",0,0,180,2)\n\t\tLoop\n\tDeath:\n\t TNT1 A 9009\n\t\tStop\n }\n}\n\nACTOR XDeathBlue1\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n\t+DOOMBOUNCE\n +MOVEWITHSECTOR\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BlueBloodSplat\n\tBounceFactor 0.4\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDT6 A 6 A_CustomMissile(\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tLoop\n\tDeath:\n\t XDT6 A 9009\n\t\tStop\n }\n}\n\nACTOR XDeathBlue2\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n\t+DOOMBOUNCE\n +MOVEWITHSECTOR\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BlueBloodSplat\n\tBounceFactor 0.4\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDT6 B 6 A_CustomMissile(\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tLoop\n\tDeath:\n\t XDT6 B 9009\n\t\tStop\n }\n}\n\nACTOR XDeathBlue3\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BlueBloodSuper\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDT6 C 6 A_CustomMissile(\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tLoop\n\tDeath:\n\t XDT6 C 9009\n\t\tStop\n }\n}\n\nACTOR XDeathBlue4\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BlueBloodSuper\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDT6 D 6 A_CustomMissile(\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tLoop\n\tDeath:\n\t XDT6 D 9009\n\t\tStop\n }\n}\n\nACTOR XDeathBlue5\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BlueBloodSuper\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDT6 E 6 A_CustomMissile(\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tLoop\n\tDeath:\n\t XDT6 E 9009\n\t\tStop\n }\n}\n\nACTOR SpiderLeg\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n\t+DOOMBOUNCE\n +MOVEWITHSECTOR\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tBounceFactor 0.3\n\tBounceCount 3\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDSL ABCDEFGH 2\n\t\tLoop\n\tDeath:\n\t XDSL I 9009\n\t\tStop\n }\n}\n\nACTOR Instestin\n{\n Radius 8\n Height 12\n Speed 6\n\tMass 1\n\tBounceFactor 0.4\n\tRenderstyle Translucent\n\tAlpha 0.9\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +FORCEXYBILLBOARD\n\t-EXPLODEONWATER\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n\tScale 1.1\n States\n {\n Spawn:\n GUTS ABCD 8\n Loop\n Death:\n\n GUTS E 1\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Water\")\n TNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\t Goto Rest\n\n\tRest:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Rest1\", \"Rest2\")\n\tRest1:\n GUTS E 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\n\tRest2:\n\t\tGUTS F 800\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"DoNothing\")\n Loop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n\n\tWater:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128, \"Water2\")\n\tGoto Water1\n\n\tWater1:\n\tGUTS GH 10\n\t//TNT1 A 0 A_JumpIf(waterlevel == 0, \"Death\")\n\tLoop\n\n\tWater2:\n\tGUTS IJ 10\n\t//TNT1 A 0 A_JumpIf(waterlevel == 0, \"Death\")\n\tLoop\n }\n}\n\nACTOR Instestin2: Instestin\n{\n Speed 3\n}\n\nACTOR DyingDemon\n{\n Radius 8\n Height 8\n Speed 0\n\tMass 6\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +DONTSPLASH\n +FORCEXYBILLBOARD\n States\n {\n Spawn:\n\t\tSARH AAA 4 A_SpawnItem (\"Big_Blood\", 0, 50)\n\t\tSARH BBB 4 A_SpawnItem (\"Big_Blood\", 0, 40)\n\t\tSARH CCC 4 A_SpawnItem (\"Big_Blood\", 0, 30)\n\t\tSARH DDDDDDDDDDDDDDD 4 A_SpawnItem (\"Big_Blood\", 0, 20)\n TNT1 A 0 A_SpawnItem (\"DeadDemonNoHead\", 1)\n Stop\n }\n}\n\nACTOR XDeathHellKnightArm: XDeathArm1\n{\n Scale 1.1\n Speed 12\n\tBounceFactor 0.4\n\tBounceCount 3\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tGHKA ABCDEFGH 3 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t GHKA I 1\n GHKA I -1\n Stop\n }\n}\n\nactor Gib_HellKnightArm: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n GHKA I 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAA 0 A_CustomMissile (\"BloodTr\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"Xdeath1\", 0, 0, random (0, 360), 2, random (0, 360))\nStop}}\n\nACTOR XDeathHellKnightLeg: XDeathArm1\n{\n Scale 1.1\n Speed 12\n\tBounceFactor 0.4\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tGHKL ABCDEFG 3 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t GHKL A 1\n\t\tGHKL A -1\n\t\tStop\n }\n}\n\nactor Gib_HellKnightLeg: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n GHKL A 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAA 0 A_CustomMissile (\"BloodTr\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"Xdeath1\", 0, 0, random (0, 360), 2, random (0, 360))\nStop}}\n\nACTOR XDeathHellKnightTorso: XDeathArm1\n{\n Scale 1.1\n Speed 12\n\tBounceFactor 0.4\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tGHKT ABCDEFGH 3 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"Blood\")\n\t GHKT G 1\n HNDC A 0 A_SpawnItem(\"Gib_HellKnightTorso\",0,0,0,1)\n Stop\n }\n}\n\nactor Gib_HellKnightTorso: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n GHKT I 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAA 0 A_CustomMissile (\"BloodTr\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"Xdeath1\", 0, 0, random (0, 360), 2, random (0, 360))\nStop}}\n\nACTOR XDeathBaronofHellTorso: XDeathArm1\n{\n Scale 1.3\n Speed 12\n\tBounceFactor 0.4\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tGORD ABCD 4 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t GORD E 1\n HNDC A 0 A_SpawnItem(\"Gib_BaronofHellTorso\",0,0,0,1)\n Stop\n }\n}\n\nactor Gib_BaronofHellTorso: LimbBase\n{\n Scale 1.3\n States\n {\n Spawn:\n GORD E 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAA 0 A_CustomMissile (\"BloodTr\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"Xdeath1\", 0, 0, random (0, 360), 2, random (0, 360))\nStop}}\n\nACTOR XDeathMancubusArm: XDeathArm1\n{\n +SKYEXPLODE\n Scale 1.1\n Speed 9\n\tGravity 0.4\n\tBounceFactor 0.4\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tMANA ABCDEFG 3\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t HND8 A 0\n HND8 A 0 A_SpawnItem(\"FlameCannon\",0,0,0,1)\n Stop\n }\n}\n\nACTOR XDeathZombieManHead: XDeathBullArm1\n{\nRadius 10\n Scale 1.0\n States\n {\n\tSpawn:\n\tSpawn1:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tXHE2 AB 3// A_CustomMissile(\"ShortWallRedBlood\", 0, 0, 0, 2)//\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUSPECIES\", 0)\n\t\tXHE2 CDEFGH 3// A_CustomMissile(\"ShortWallRedBlood\", 0, 0, 0, 2)//\n\t\tLoop\n \tDeath:\n\t XHE2 E 1\n XHE2 E 1 A_SpawnItem(\"ZombieManHead\",0,0,0,1)\n Stop\n}\n}\n\nActor XDeathZombiemanHeadBeheaded: XDeathZombieManHead\n{\nSpeed 5\nGravity 0.5\n}\n\nActor XDeathZombiemanHeadOnXDeath: XDeathZombieManHead\n{\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_jump(96, \"ExplodeOnAir\")\nGoto Spawn1\nExplodeOnAir:\nTNT1 A 0\nTNT1 A 0 A_SpawnItem(\"ZombiemanHeadExplode\")\nStop\n}}\n\nactor ZombiemanHead: LimbBase\n{\ndamagefactor \"Kick\", 99.0\ndamagefactor \"Melee\", 99.0\ndamagefactor \"SuperPunch\", 99.0\n+SHOOTABLE\n+THRUACTORS\ndamagefactor \"Crush\", 50.0\n Radius 10\n\n\tMass 60\n\tHealth 40\n Scale 1.1\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(256, \"Spawn1\", \"Spawn2\", \"Spawn3\")\n\tSpawn1:\n\tXHE2 C 1\n\tXHE2 C -1\n\tStop\n\tSpawn2:\n\tXHE2 G 1\n\tXHE2 G -1\n\tStop\n\tSpawn3:\n\tXHE2 H 1\n\tXHE2 H -1\n\tStop\n\n\tDeath.Trample:\n\tDeath.Stomp:\n\tTNT1 A 0 A_GiveToTarget(\"BootsSmearedWithRedBlood\", 6)\n\tGoto Death\n\n Death:\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ZombiemanHeadExplode\")\n Stop\n\tCrush:\n TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 B 5\n CRS1 B 9009\n Stop\n Death.plasma:\n TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL A 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t XHE2 EE 1 A_FaceTarget\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"Blood\", 0, 0, 10)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHeadKicked\", 5, 0, random (170, 190), 2, random (20, 30))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\tTNT1 A 20\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tXHE2 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tXHE2 ABCD 6\n\tXDT5 I 0 A_SpawnItem(\"ZombiemanHead\")\n\tStop\n\n}}\n\nACTOR XDeathZombieManHeadKicked: XDeathZombieManHead\n{\n-BOUNCEONACTORS\nDamage 4\nSpeed 13\n}\n\nACTOR XDeathSergeantHead: XDeathZombieManHead\n{\n States\n {\n\tSpawn:\n\tSpawn1:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tXHE1 AB 3// A_CustomMissile(\"ShortWallRedBlood\", 0, 0, 0, 2)//\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUSPECIES\", 0)\n\t\tXHE1 CDEFGH 3// A_CustomMissile(\"ShortWallRedBlood\", 0, 0, 0, 2)//\n\t\tLoop\n \tDeath:\n\t XHE1 E 1\n XHE1 E 1 A_SpawnItem(\"SergeantHead\",0,0,0,1)\n Stop\n\n}\n}\n\nActor XDeathSergeantHeadBeheaded: XDeathSergeantHead\n{\nSpeed 5\nGravity 0.5\n}\n\nActor XDeathSergeantHeadOnXDeath: XDeathSergeantHead\n{\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_jump(96, \"ExplodeOnAir\")\nGoto Spawn1\nExplodeOnAir:\nTNT1 A 0\nTNT1 A 0 A_SpawnItem(\"ShotgunguyHeadExplode\")\nStop\n}}\n\nactor SergeantHead: ZombieManHead\n{\n States\n {\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\")\n TNT1 A 0 A_Jump(256, \"Spawn1\", \"Spawn2\", \"Spawn3\")\n\tSpawn1:\n\tXHE1 C 1\n\tXHE1 C -1\n\tStop\n\tSpawn2:\n\tXHE1 G 1\n\tXHE1 G -1\n\tStop\n\tSpawn3:\n\tXHE1 H 1\n\tXHE1 H -1\n\tStop\n Death:\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ShotgunguyHeadExplode\")\n Stop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t XHE2 EE 1 A_FaceTarget\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"Blood\", 0, 0, 10)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSergeantHead\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\tTNT1 A 20\n\t\tStop\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tXHE1 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tXHE1 ABCDEFGH 3\n\tXDT5 I 0 A_SpawnItem(\"SergeantHead\")\n\tStop\n\n}}\n\nactor SergeantHeadThrown: XDeathSergeantHead\n{\n+BOUNCEONACTORS\nDamage (random (30, 40))\nDamageType \"Kick\"\nSpeed 20\nGravity 0.4\nwallbouncefactor 0.2\n}\n\nACTOR XDeathChaingunguyHead: XDeathBullArm1\n{\nBounceCount 3\n Scale 1.0\n States\n {\n\tSpawn:\n\tSpawn1:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tCHHE AB 3// A_CustomMissile(\"ShortWallRedBlood\", 0, 0, 0, 2)//\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUSPECIES\", 0)\n\t\tCHHE CDEFGH 3// A_CustomMissile(\"ShortWallRedBlood\", 0, 0, 0, 2)//\n\t\tLoop\n \tDeath:\n\t XHE2 E 0\n XHE2 E 0 A_SpawnItem(\"ChaingunguyHead\",0,0,0,1)\n Stop\n}\n}\n\nActor XDeathChaingunguyHeadBeheaded: XDeathChaingunguyHead\n{\nSpeed 5\nGravity 0.5\n}\n\nActor XDeathChaingunguyHeadOnXDeath: XDeathChaingunguyHead\n{\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_jump(96, \"ExplodeOnAir\")\nGoto Spawn1\nExplodeOnAir:\nTNT1 A 0\nTNT1 A 0 A_SpawnItem(\"ChaingunguyHeadExplode\")\nStop\n}}\n\nactor ChaingunguyHead: LimbBase\n{\ndamagefactor \"Kick\", 9.0\ndamagefactor \"Melee\", 9.0\ndamagefactor \"SuperPunch\", 9.0\n+SHOOTABLE\n+SOLID\n+THRUACTORS\ndamagefactor \"Crush\", 50.0\n Radius 10\n\n\tMass 60\n\tHealth 40\n Scale 1.1\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(256, \"Spawn1\", \"SPawn2\")\n\tSpawn1:\n\t CHHE A 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n\tSpawn2:\n\t CHHE E 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n Death:\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ChaingunguyHeadExplode\")\n\t\tStop\n Death.Trample:\n\tCrush:\n\t TNT1 A 0 A_GiveToTarget(\"BootsSmearedWithRedBlood\", 6)\n TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 B 5\n CRS1 B 9009\n Stop\n Death.plasma:\n TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL A 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t CHHE EE 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChaingunguyHeadKicked\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\tTNT1 A 20\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tCHHE ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tCHHE ABCDEFGH 3\n\tXDT5 I 0 A_SpawnItem(\"ChaingunguyHead\")\n\tStop\n\n}}\n\nACTOR XDeathChaingunguyHeadKicked: XDeathChaingunguyHead\n{\n-BOUNCEONACTORS\nDamage 4\nSpeed 13\n}\n\nACTOR XDeathImpHead: XDeathChaingunguyHead\n{\n States\n {\n\tSpawn:\n\tSpawn1:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tXHE4 AB 3// A_CustomMissile(\"ShortWallRedBlood\", 0, 0, 0, 2)//\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUSPECIES\", 0)\n\t\tXHE4 CDEFGH 3// A_CustomMissile(\"ShortWallRedBlood\", 0, 0, 0, 2)//\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t XHE4 E 1\n XHE4 E 1 A_SpawnItem(\"ImpHead\",0,0,0,1)\n Stop\n}\n}\n\nActor XDeathImpHeadBeheaded: XDeathImpHead\n{\nSpeed 5\nGravity 0.5\n}\n\nActor XDeathImpHeadOnXDeath: XDeathImpHead\n{\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_jump(96, \"ExplodeOnAir\")\nGoto Spawn1\nExplodeOnAir:\nTNT1 A 0\nTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\")\nStop\n}}\n\nactor ImpHead: ZombieManHead\n{\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\")\n TNT1 A 0 A_Jump(256, \"Spawn1\", \"Spawn2\", \"Spawn3\")\n\tSpawn1:\n\tXHE4 C 1\n\tXHE4 C -1\n\tStop\n\tSpawn2:\n\tXHE4 G 1\n\tXHE4 G -1\n\tStop\n\tSpawn3:\n\tXHE4 H 1\n\tXHE4 H -1\n\tStop\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\")\n\t\tStop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t XHE4 EE 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpHead\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\tTNT1 A 20\n\t\tStop\n\n\tPain:\n\t\t\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tXHE4 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tXHE4 ABCDEFGH 3\n\tXDT5 I 0 A_SpawnItem(\"ImpHead\")\n\tStop\n\n}}\n\nACTOR BurningFlyingMeatPiece\n{\n Radius 8\n Height 8\n Speed 16\n Scale 0.8\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +RIPPER\n +BLOODLESSIMPACT\n BounceFactor 0.4\ndamagetype Blood\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BloodSuper\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tXME1 ABCD 2 A_CustomMissile (\"SmallFlameTrails\", 2, 0, random (0, 360), 2, random (70, 110))\n TNT1 A 0 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n Loop\n Death:\n XME1 E 1 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n XME1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 7 A_CustomMissile (\"FlameTrails\", 10, 0, random (0, 360), 2, random (70, 110))\n XME1 E 9009\n TNT1 A 1\n\t\tStop\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR Teeth\n{\n Height 2\n Radius 2\n Speed 6\n Scale 0.7\n +DOOMBOUNCE\n - NOGRAVITY\n +WINDTHRUST\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n States\n {\n Spawn:\n XTET ABCDABCDABCDABCDABCDABCDABCDABCDABCD 5\n Stop\n\n Death:\n LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\")\n Goto Rest1\n Rest1:\n XTET B 250\n TNT1 A 0 A_CheckSight(\"Vanish\")\n\tRest2:\n XTET D 250\n TNT1 A 0 A_CheckSight(\"Vanish\")\n Loop\n\n Vanish:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR TeethNoBounce: Teeth\n{\n-DOOMBOUNCE\n}\n\nACTOR XDeathHellKnightHead: XDeathBullArm1\n{\n Scale 1.0\n States\n {\n\tSpawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tHKHE ABCDEFGH 3\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t HKHE E 1\n HKHE E 1 A_SpawnItem(\"HellKnightHead\",0,0,0,1)\n Stop\n}\n}\n\nACTOR XDeathPinkyDemonHead: XDeathBullArm1\n{\nSpeed 10\n Scale 1.3\n States\n {\n\tSpawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tDEMH AB 3// A_CustomMissile(\"ShortWallRedBlood\", 0, 0, 0, 2)//\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUSPECIES\", 0)\n\t\tDEMH CDEFGH 3// A_CustomMissile(\"ShortWallRedBlood\", 0, 0, 0, 2)//\n\t\tLoop\n \tDeath:\n\t DEMH I 1\n DEMH I 1 A_SpawnItem(\"PinkyDemonHead\",0,0,0,1)\n Stop\n}\n}\n\nactor PinkyDemonHead: LimbBase\n{\ndamagefactor \"Kick\", 9.0\ndamagefactor \"Melee\", 9.0\ndamagefactor \"SuperPunch\", 9.0\n Radius 10\n\n\tMass 60\n\tHealth 60\n Scale 1.5\n States\n {\n Spawn:\nDEMH I 4000 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n\n Death:\n TNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 5, 0, random (0, 360), 2, random (60, 140))\n Stop\n Death.Trample:\n\tCrush:\n\t TNT1 A 0 A_GiveToTarget(\"BootsSmearedWithRedBlood\", 6)\n TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n DEMH I 5\n DEMH I 9009\n Stop\n Death.plasma:\n TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL A 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t DEMH A 1 A_Pain\n\t DEMH A 1 A_FaceTarget\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathPinkyDemonHeadKicked\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\tTNT1 A 20\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tDEMH ACEGI 3\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\tDEMH ABCDEFGH 3\n\tDEMH I 0 A_SpawnItem(\"PinkyDemonHead\")\n\tStop\n\n}}\n\nACTOR XDeathPinkyDemonHeadKicked: XDeathPinkyDemonHead\n{\n-BOUNCEONACTORS\nDamage 4\nSpeed 13\nScale 1.3\nBounceFactor 0.4\n}\n\nactor HellKnightHead: LimbBase\n{\ndamagefactor \"Kick\", 9.0\ndamagefactor \"Melee\", 9.0\ndamagefactor \"SuperPunch\", 9.0\n+SHOOTABLE\n-NOBLOCKMAP\n+SOLID\n+THRUACTORS\ndamagefactor \"Crush\", 50.0\n Radius 10\n\tMass 60\n\tHealth 60\n Scale 1.0\n States\n {\n Spawn:\nHKHE G 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n Death:\n TNT1 A 0 A_SpawnItem(\"HellKnightHeadExplode\", 0, 10)\n Stop\n Death.Trample:\n\tCrush:\n\t TNT1 A 0 A_GiveToTarget(\"BootsSmearedWithRedBlood\", 6)\n TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 B 5\n CRS1 B 9009\n Stop\n Death.plasma:\n TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL A 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t HKHE DD 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHellKnightHeadKicked\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\tTNT1 A 20\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tHKHE ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n TNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tHKHE ABCDEFGH 3\n\tHKHE H 0 A_SpawnItem(\"HellKnightHead\")\n\tStop\n\n}}\n\nACTOR XDeathHellKnightHeadKicked: XDeathHellKnightHead\n{\n-BOUNCEONACTORS\nDamage 4\nSpeed 13\nBounceFactor 0.4\n}\n\nACTOR XDeathBaronHead5: XDeathBullArm1\n{\n Scale 1.2\n States\n {\n\tSpawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tXHE5 ABCDEFGH 3\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t XHE5 A 1\n XHE5 A 1 A_SpawnItem(\"BaronHead\",0,0,0,1)\n Stop\n}\n}\n\nactor BaronHead: LimbBase\n{\ndamagefactor \"Kick\", 9.0\ndamagefactor \"Melee\", 9.0\ndamagefactor \"SuperPunch\", 9.0\n Radius 10\n\n\tMass 60\n\tHealth 60\n Scale 1.2\n States\n {\n Spawn:\nXHE5 A 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop\n\n Death:\n\t\tTNT1 A 0\n TNT1 A 0 A_SpawnItem(\"BaronOfHellHeadExplode\", 0, 5)\n Stop\n Death.Trample:\n\tCrush:\n\t TNT1 A 0 A_GiveToTarget(\"BootsSmearedWithRedBlood\", 6)\n TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 B 5\n CRS1 B 9009\n Stop\n Death.plasma:\n TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL A 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t XHE5 A 1 A_Pain\n\t XHE5 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronHeadKicked\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\tTNT1 A 20\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tXHE5 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tXHE5 ABCDEFGH 3\n\tXHE5 I 0 A_SpawnItem(\"XDeathBaronHead\")\n\tStop\n\n}}\n\nACTOR XDeathBaronHeadKicked: XDeathBaronHead5\n{\n-BOUNCEONACTORS\nDamage 4\nSpeed 13\nBounceFactor 0.4\n}\n\nACTOR XDeathRevenantHead: XDeathBullArm1\n{\n Scale 1.0\n States\n {\n\tSpawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tXHE6 ABCD 6\n\t\tLoop\n \tDeath:\n XHE6 A 1\n XHE6 A 1 A_SpawnItem(\"RevenantHead\",0,0,0,1)\n Stop\n}\n}\n\nactor RevenantHead: LimbBase\n{\ndamagefactor \"Kick\", 9.0\ndamagefactor \"Melee\", 9.0\ndamagefactor \"SuperPunch\", 9.0\nBloodType \"RevenantBlood\"\n Radius 10\n\n\tMass 60\n\tHealth 60\n Scale 1.0\n States\n {\n Spawn:\nXHE6 B 1900\n Loop\n\n Death.Trample:\n\tCrush:\n TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 B 5\n CRS1 B 9009\n Stop\n Death.plasma:\n TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL A 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\tDeath.Melee:\n\tDeath:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t XHE6 A 1 A_Pain\n\t XHE6 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathRevenantHeadKicked\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tXHE6 ABCD 3\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tGoto Fly293\n\tFly293:\n\tXHE6 ABCD 6\n\tTNT1 A 0 A_JumpIf(momz == 0, \"Land293\")\n\n\tLand293:\n\tXHE6 I 0 A_SpawnItem(\"XDeathRevenantHead\")\n\tStop\n\n}}\n\nACTOR XDeathRevenantHeadKicked: XDeathRevenantHead\n{\n-BOUNCEONACTORS\nDamage 4\nSpeed 13\nBounceFactor 0.4\n}\n\nACTOR XDeathRevenantHeadKicked2: XDeathRevenantHead\n{\n+BOUNCEONACTORS\n+NOEXTREMEDEATH\nDamage 15\nSpeed 24\nBounceFactor 0.2\n}\n\nACTOR XDeathMancubusHead: XDeathBullArm1\n{\n Scale 0.9\n States\n {\n\tSpawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tXHE7 ABCDEFGH 3\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t XHE5 A 1\n XHE5 A 1 A_SpawnItem(\"MancubusHead\",0,0,0,1)\n Stop\n}\n}\n\nactor MancubusHead: LimbBase\n{\ndamagefactor \"Kick\", 9.0\ndamagefactor \"Melee\", 9.0\ndamagefactor \"SuperPunch\", 9.0\n Radius 10\n\n\tMass 120\n\tHealth 60\n Scale 0.9\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\")\n\tTNT1 A 0 A_JUmp(128, \"Spawn2\")\n\n\tSpawn1:\n\tXHE7 B 1900\n Loop\n\n\t Spawn2:\n\tXHE7 G 1900\n Loop\n\n Death:\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"MancubusHeadExplode\", 0, 10)\n Stop\n Death.Trample:\n\tCrush:\n\t TNT1 A 0 A_GiveToTarget(\"BootsSmearedWithRedBlood\", 6)\n TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 B 5\n CRS1 B 9009\n Stop\n Death.plasma:\n TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL A 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t XHE7 A 1 A_Pain\n\t XHE7 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathMancubusHeadKicked\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\tTNT1 A 20\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tXHE7 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tXHE7 ABCDEFGH 3\n\tXHE7 I 0 A_SpawnItem(\"MancubusHead\")\n\tStop\n\n}}\n\nACTOR XDeathMancubusHeadKicked: XDeathMancubusHead\n{\n-BOUNCEONACTORS\nDamage 4\nSpeed 13\nBounceFactor 0.4\n}\n\nACTOR XDeathCyberdemonHead: XDeathBullArm1\n{\n+SKYEXPLODE\n-DOOMBOUNCE\n Scale 1.2\n States\n {\n\tSpawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tXHE8 ABCDEFGH 3 A_CustomMissile (\"Brutal_FlyingBlood\", 1, 0, random (0, 360), 2, random (20, 40))\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t XHE8 B 1\n XHE8 B 1 A_SpawnItem(\"CyberdemonHead\",0,0,0,1)\n Stop\n}\n}\n\nactor CyberdemonHead: LimbBase\n{\n Radius 20\n\tMass 220\n\tHealth 100\n Scale 1.2\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t\tXHE8 C 1\n\t\tXHE8 C -1\n\t\tLoop\n\n\tDeath:\n\tDeath.Trample:\n\t\tTNT1 A 0 A_GiveToTarget(\"BootsSmearedWithRedBlood\", 6)\n\tCrush:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\n\t TNT1 AAAAAAAAA 0 A_CustomMissile (\"BloodMistBig\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains6Big\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains7Big\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath3b\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath2b\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 0 A_Stop\n\t\tXHE8 I 10\n\t\tXHE8 I -1\n Stop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\tXHE8 ABCDEFGH 3\n\tXHE8 B 0 A_SpawnItem(\"CyberdemonHead\")\n\tStop\n}}\n\nACTOR XDeathCyberdemonTorso: XDeathBullArm1\n{\n+SKYEXPLODE\n-DOOMBOUNCE\n Scale 1.4\n States\n {\n\tSpawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tCYGT ABCDEFGH 3 A_CustomMissile (\"Brutal_FlyingBlood\", 1, 0, random (0, 360), 2, random (20, 40))\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t CYGT B 1\n CYGT B 1 A_SpawnItem(\"CyberdemonTorso\",0,0,0,1)\n Stop\n}\n}\n\nactor CyberdemonTorso: LimbBase\n{\n Radius 20\n\tMass 220\n\tHealth 100\n Scale 1.4\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tCYGT B 1\n\t\tCYGT B -1\n\t\tLoop\n\n\tDeath:\n\tDeath.Trample:\n\t\tTNT1 A 0 A_GiveToTarget(\"BootsSmearedWithRedBlood\", 6)\n\tCrush:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\n\t TNT1 AAAAAAAAA 0 A_CustomMissile (\"BloodMistBig\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath3b\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath2b\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 I 10\n\t\tTNT1 I -1\n Stop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\tCYGT ABCDEFGH 3\n\tXHE8 B 0 A_SpawnItem(\"CyberdemonTorso\")\n\tStop\n}}\n\nACTOR XDeathCyberdemonPiece: XDeathBullArm1\n{\n+SKYEXPLODE\n-DOOMBOUNCE\n Scale 1.2\n States\n {\n\tSpawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tCYGP ABCDEFGH 3 A_CustomMissile (\"Brutal_FlyingBlood\", 1, 0, random (0, 360), 2, random (20, 40))\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t CYGP B 1\n CYGP B 1 A_SpawnItem(\"CyberdemonPiece\",0,0,0,1)\n Stop\n}\n}\n\nactor CyberdemonPiece: LimbBase\n{\n Radius 20\n\tMass 220\n\tHealth 100\n Scale 1.2\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tCYGP E 1\n\t\tCYGP E -1\n\t\tLoop\n\n\tDeath:\n\tDeath.Trample:\n\t\tTNT1 A 0 A_GiveToTarget(\"BootsSmearedWithRedBlood\", 6)\n\tCrush:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\n\t TNT1 AAAAAAAAA 0 A_CustomMissile (\"BloodMistBig\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath3b\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath2b\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 I 10\n\t\tTNT1 I -1\n Stop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\tCYGP ABCDEFGH 3\n\tCYGP B 0 A_SpawnItem(\"CyberdemonPiece\")\n\tStop\n}}\n\nACTOR XDeathCyberdemonARm: XDeathBullArm1\n{\n+SKYEXPLODE\n-DOOMBOUNCE\n Scale 1.2\n States\n {\n\tSpawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tCYGA ABCDEFGH 3 A_CustomMissile (\"Brutal_FlyingBlood\", 1, 0, random (0, 360), 2, random (20, 40))\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t CYGA B 1\n CYGA B 1 A_SpawnItem(\"CyberdemonArm\",0,0,0,1)\n Stop\n}\n}\n\nactor CyberdemonArm: LimbBase\n{\n Radius 20\n\tMass 220\n\tHealth 100\n Scale 1.2\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tCYGA C 1\n\t\tCYGA C -1\n\t\tLoop\n\n\tDeath:\n\tDeath.Trample:\n\t\tTNT1 A 0 A_GiveToTarget(\"BootsSmearedWithRedBlood\", 6)\n\tCrush:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\n\t TNT1 AAAAAAAAA 0 A_CustomMissile (\"BloodMistBig\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath3b\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath2b\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 I 10\n\t\tTNT1 I -1\n Stop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\tCYGA ABCDEFGH 3\n\tCYGA B 0 A_SpawnItem(\"CyberdemonArm\")\n\tStop\n}}\n\nACTOR XDeathCyberdemonGun: XDeathBullArm1\n{\n+SKYEXPLODE\n-DOOMBOUNCE\n Scale 1.2\n States\n {\n\tSpawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tCYGG ABCDEFGH 3\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t CYGG B 1\n CYGG B 1 A_SpawnItem(\"CyberdemonGun\",0,0,0,1)\n Stop\n}\n}\n\nactor CyberdemonGun: LimbBase\n{\n Radius 20\n\tMass 220\n\tHealth 100\n Scale 1.2\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tCYGG E 1\n\t\tCYGG E -1\n\t\tLoop\n\n\tDeath:\n\tDeath.Trample:\n\t\tTNT1 A 0 A_GiveToTarget(\"BootsSmearedWithRedBlood\", 6)\n\tCrush:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\n\t TNT1 AAAAAAAAA 0 A_CustomMissile (\"BloodMistBig\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath3b\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath2b\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 I 10\n\t\tTNT1 I -1\n Stop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\tCYGG ABCDEFGH 3\n\tCYGG B 0 A_SpawnItem(\"CyberdemonGun\")\n\tStop\n}}\n\nACTOR Ashes1: XDeath1\n{\n Speed 5\n\tGravity 0.2\n DeathSound \"none\"\n\tSeeSound \"none\"\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\tBounceFactor 0.01\n\tDecal none\n Scale 1.0\n States\n {\n Spawn:\n\t ASHZ ABCB 3\n Loop\n Death:\n ASHZ B 400\n Stop\n Splash:\n TNT1 A 0\n\t\tTNT1 A 0\n Stop\n }\n}\n\nACTOR Ashes2: XDeath1\n{\n Speed 5\n\tGravity 0.2\n\t+DONTSPLASH\n DeathSound \"none\"\n\tSeeSound \"none\"\n\tDecal none\n Scale 1.0\n States\n {\n Spawn:\n\t ASHY ABCB 3\n Loop\n Death:\n ASHY B 400\n Stop\n Splash:\n TNT1 A 0\n\t\tTNT1 A 0\n Stop\n }\n}\n\nACTOR XDeathArachnotronHead: XDeath1\n{\n Speed 12\n\tGravity 0.9\n\t+DONTSPLASH\n DeathSound \"none\"\n\tSeeSound \"none\"\n\t+SKYEXPLODE\n\tDecal none\n Scale 1.0\n States\n {\n Spawn:\n\t NAHA ABCDEFGH 4\n Loop\n Death:\n\tTNT1 A 0\n\t//TNT1 A 0 A_Jump(128, \"CleanDeath\")\n\tTNT1 A 0 A_SpawnItem(\"CrawlingDyingSpider\")\n\tStop\n\tCleanDeath:\n\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNAHC IJKLMN 5\n\t\tNAHC N -5\n\tStop\n\t\tStop\n }\n}\n\nACTOR BasicGib\n{\n\tRadius 6\n\tHeight 6\n\t+NOBLOCKMAP\n\tMass 50\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR BasicMarineGib1: BasicGib\n{\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\tTNT1 A 0 ThrustThingZ(0,40,0,1)\n\tTNT1 A 0 A_SetAngle(random(0, 359))\n\tTNT1 A 0 A_Recoil(3)\n\tXDMG A -1\n\tStop\n\t}\n}\n\nACTOR BasicMarineGib2: BasicGib\n{\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\tTNT1 A 0 ThrustThingZ(0,40,0,1)\n\tTNT1 A 0 A_SetAngle(random(0, 359))\n\tTNT1 A 0 A_Recoil(3)\n\tXDMG B -1\n\tStop\n\t}\n}\n\nACTOR BasicMarineGib3: BasicGib\n{\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\tTNT1 A 0 ThrustThingZ(0,40,0,1)\n\tTNT1 A 0 A_SetAngle(random(0, 359))\n\tTNT1 A 0 A_Recoil(3)\n\tXDMG C -1\n\tStop\n\t}\n}\n\nACTOR BasicMarineGib4: BasicGib\n{\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\tTNT1 A 0 ThrustThingZ(0,40,0,1)\n\tTNT1 A 0 A_SetAngle(random(0, 359))\n\tTNT1 A 0 A_Recoil(3)\n\tXDMG D -1\n\tStop\n\t}\n}\n\nACTOR XDeathHalfDemon\n{\n Radius 8\n Height 8\n Scale 1.0\n\tSpeed 6\n\tMass 4\n\tDecal BrutalBloodSplat\n\tBounceFactor 0.2\n\t+DOOMBOUNCE\n\t+MISSILE\n +MOVEWITHSECTOR\n +NOBLOCKMAP\n +NOTELEPORT\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n\t\tSARC E 12\n\t\tLoop\n Death:\n TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n SARC F 1 A_SpawnItem(\"Gib_HalfDemon\",0,0,0,1)\n TNT1 A 0\n Stop\n }\n}\n\nactor Gib_HalfDemon: BigGibBase\n{\n States\n {\n Spawn:\nSARC F 1900 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n Loop }}\n\nACTOR XDeathSkinPiece1: Xdeath1\n{\n Radius 2\n Height 2\n Speed 10\n Scale 1.0\n\tMass 1\n SeeSound \"none\"\n DeathSound \"none\"\n\tMass 1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Underwater\")\n XSKI A 4\n Loop\n Death:\n XSKI B 1\n XSKI B -1\n Stop\n TNT1 A 1\n Underwater:\n\t Splash:\n\t Goto Death\n }\n}\n\nACTOR XDeathSkinPiece2: Xdeath1\n{\n Radius 2\n Height 2\n Speed 10\n Scale 1.0\n\tMass 1\n SeeSound \"none\"\n DeathSound \"none\"\n\tMass 1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Underwater\")\n XSKI C 4\n Loop\n Death:\n XSKI D 1\n XSKI D -1\n Stop\n TNT1 A 1\n Underwater:\n\t Splash:\n\t Goto Death\n }\n}\n\nACTOR XDeathPainElementalNew1: XDeath1\n{\n Speed 12\n\tGravity 0.4\n Decal BrutalBloodSplat\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath4\"\n\tTranslation \"64:72=133:142\", \"73:75=13:15\", \"76:79=236:239\"\n Scale 1.1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CAGI ABCDEFGH 2 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 5, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n\n\t\tTNT1 A 0\n TNT1 AAA 0 A_SpawnItem(\"Blood\", 0, 5)\n\t TNT1 A 0 A_CheckFloor(\"SpawnFloor\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilBloodSimpler\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilXDeath2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\n\t\t//TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n CAGI Q 9009\n\t\tTNT1 A 2\n Stop\n\tSpawnFloor:\n\t CAGI Q 9009\n\t\tTNT1 A 2\n\t\tStop\n }\n}\n\nACTOR XDeathPainElementalNew2: XDeathPainElementalNew1\n{\n Speed 12\n\tGravity 0.6\n Decal BrutalBloodSplat\n Scale 1.1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n CAGI IJKLMNOP 2 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 5, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n\n\t\tTNT1 A 0\n TNT1 AAA 0 A_SpawnItem(\"Blood\", 0, 5)\n\t TNT1 A 0 A_CheckFloor(\"SpawnFloor\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilBloodSimpler\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilXDeath2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\n\t\t//TNT1 A 0 A_SpawnItem (\"Brutal_BloodSpot\", 0, 1)\n CAGI R 9009\n\t\tTNT1 A 2\n Stop\n\tSpawnFloor:\n\t CAGI R 9009\n\t\tTNT1 A 2\n\t\tStop\n }\n}\n\nACTOR XDeathSpiderNew1: XDeathPainElementalNew1\n{\n Scale 0.8\n\tSpeed 7\n}\n\nACTOR XDeathSpiderNew2: XDeathPainElementalNew2\n{\n Scale 0.7\n\tSpeed 7\n}"
},
{
"source": "pk3",
"name": "M_GORE2.txt",
"contents": "ACTOR ZombieXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\t TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 A_SpawnItem(\"BloodSplasher3\")\n\n\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-15, 15))\n\t TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfZombiemanNoArmNoHead\", 48, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathSkinPiece2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathSkinPiece1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"Instestin\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathZombieLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"GibZombieBoot\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathZombiemanHeadOnXDeath\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\t TNT1 A 1\n\t\t TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density\n\t\t TNT1 A 2\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t Stop\n\n\tLowBlood:\n\t TNT1 A 2\n\t\tStop\n\tLotsOfBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n\tAbsurdBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"SuperGoreMist\", 24, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n\t}\n}\n\nACTOR SargeXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 A 0 A_SpawnItem(\"BloodSplasher3\")\n\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-15, 15))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathSkinPiece2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathSkinPiece1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfShotgunguyNoArmNoHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"Instestin\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathSargeLeg2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"GibSargeBoot\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathSergeantHeadOnXDeath\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\t TNT1 A 1\n\t\t TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density\n\t\t TNT1 A 2\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t Stop\n\n\tLowBlood:\n\t TNT1 A 2\n\t\tStop\n\tLotsOfBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n\tAbsurdBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"SuperGoreMist\", 24, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n }\n}\n\nACTOR ImpXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\tTNT1 A 0 A_SpawnItem(\"BloodSplasher3\")\n\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-15, 15))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfImpUpperPart32\", 32, 0, random (0, 360), 2, random (10, 60))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathSkinPiece2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathSkinPiece1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"Instestin\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathImpLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathImpHeadOnXDeath\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\t TNT1 A 1\n\t\t TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density\n\t\t TNT1 A 2\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t Stop\n\n\tLowBlood:\n\t TNT1 A 2\n\t\tStop\n\tLotsOfBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n\tAbsurdBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"SuperGoreMist\", 24, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n }\n}\n\nACTOR KnightXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 A 0 A_SpawnItem(\"BloodSplasher3\")\n\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightTorso\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathSkinPiece2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathSkinPiece1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\t TNT1 A 1\n\t\t TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density\n\t\t TNT1 A 2\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t Stop\n\n\tLowBlood:\n\t TNT1 A 2\n\t\tStop\n\tLotsOfBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n\tAbsurdBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"SuperGoreMist\", 24, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n }\n}\n\nACTOR BaronXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 A 0 A_SpawnItem(\"BloodSplasher3\")\n\t TNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathSkinPiece2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathSkinPiece1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\t TNT1 A 1\n\t\t TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density\n\t\t TNT1 A 2\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t Stop\n\n\tLowBlood:\n\t TNT1 A 2\n\t\tStop\n\tLotsOfBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n\tAbsurdBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"SuperGoreMist\", 24, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n }\n}\n\nACTOR CyberXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 A 0 A_SpawnItem(\"BloodSplasher3\")\n\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistXXBig\", 30, 0, random (0, 360), 2, random (70, 90))\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistXXBig\", 100, 0, random (0, 360), 2, random (20, 90))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AAAAA 0 A_CustomMissile (\"XDeathBrain1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAA 0 A_CustomMissile (\"XDeathBrain2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 10, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 AAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 25, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 35, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperGoreMist\", 54, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_SpawnItem (\"GiantBloodSpot\")\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR BullXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 A 0 A_SpawnItem(\"BloodSplasher3\")\n\t TNT1 AAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathSkinPiece2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathSkinPiece1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathStomach\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathBullLeg12\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathDemonArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2b\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3b\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathPinkyDemonHead\", 42, 0, random (0, 360), 2, random (0, 160))\n\n\t\t TNT1 A 1\n\t\t TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density\n\t\t TNT1 A 2\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t Stop\n\n\tLowBlood:\n\t TNT1 A 2\n\t\tStop\n\tLotsOfBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n\tAbsurdBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"SuperGoreMist\", 24, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n }\n}\n\nACTOR ChainXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 A 0 A_SpawnItem(\"BloodSplasher3\")\n\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathChainArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathChaingunguyHeadOnXDeath\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathSkinPiece2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathSkinPiece1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\t TNT1 A 1\n\t\t TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density\n\t\t TNT1 A 2\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t Stop\n\n\tLowBlood:\n\t TNT1 A 2\n\t\tStop\n\tLotsOfBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n\tAbsurdBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"SuperGoreMist\", 24, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n }\n}\n\nACTOR MarineXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 A 0 A_SpawnItem(\"BloodSplasher3\")\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathSkinPiece2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathSkinPiece1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\t TNT1 A 1\n\t\t TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density\n\t\t TNT1 A 2\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t Stop\n\n\tLowBlood:\n\t TNT1 A 2\n\t\tStop\n\tLotsOfBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n\tAbsurdBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"SuperGoreMist\", 24, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n }\n}\n\nACTOR SpiderDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 A 0 A_SpawnItem(\"BloodSplasher3\")\n\t TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBrain1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBrain2\", 32, 0, random (0, 360), 2, random (0, 160))\n\n TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\t TNT1 A 1\n\t\t TNT1 A 0 ACS_ExecuteAlways(799, 0, 0, 0, 0)//Check Blood density\n\t\t TNT1 A 2\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\t Stop\n\n\tLowBlood:\n\t TNT1 A 2\n\t\tStop\n\tLotsOfBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n\tAbsurdBlood:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"SuperGoreMist\", 24, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner2\", 64, 0, random (0, 360), 2, random (20, 40))\n\t\tStop\n }\n}\n\nACTOR SkeletonXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 A 0 A_SpawnItem(\"BloodSplasher3\")\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfSkeleton\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR SkeletonXDeathRare\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfSkeleton\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"RoamingLegs\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR HalfManDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 A 0 A_SpawnItem(\"BloodSplasher3\")\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR MeatDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR SmalllMeatDeath: MeatDeath\n{\n States\n {\n Spawn:\n TNT1 AAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR MuchMeatDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistExtraBig\", 30, 0, random (0, 360), 2, random (20, 90))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR RipGuts\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR RipZombieMan\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfZombieMan\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR FatalityZombieMan\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 0, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR RipSergeant\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfSergeant\", 32, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR RipZombieman2\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n TNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfZombieman2\", 32, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR RipImp\n{\n\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfImp\", 40, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR CacoXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 AAAAA 0 A_CustomMissile (\"BlueSuperGoreSpawner\", 10, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"BlueSuperGoreSpawner\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\t TNT1 A 0 A_CustomMissile (\"CacoXDeath1\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"CacoXDeath2\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"CacoXDeath3\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"CacoXDeath4\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"CacoXDeath5\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"CacoXDeath6\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAA 0 A_CustomMissile (\"CacoXDeath7\", 0, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR RipCaco\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 A 0\n\t\t TNT1 A 0 A_CustomMissile (\"HalfCacoDemon\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"CacoXDeath6\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"CacoXDeath7\", 0, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR BeheadZombieMan\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 A 1\n TNT1 A 0 A_SpawnItemEx (\"XDeathZombieManHead\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0\nGoto Death\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR ZombiemanHeadExplode: ZombieXDeath\n{\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t TNT1 AAAAA 0 A_CustomMissile (\"BloodMistBig\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4Green\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4GreenBig\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 6, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Teeth\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3b\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 10\n\t Stop\n\t}\n}\n\nACTOR NaziHeadExplode: ZombieXDeath\n{\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t TNT1 AAAAA 0 A_CustomMissile (\"BloodMistBig\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4Blonde\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4BlondeBig\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 6, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Teeth\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3b\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 10\n\t Stop\n\t}\n}\n\nACTOR ShotgunguyHeadExplode: ZombieXDeath\n{\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t TNT1 AAAAA 0 A_CustomMissile (\"BloodMistBig\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"BrainsSergeantHeadPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 6, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Teeth\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3b\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 10\n\t Stop\n\t}\n}\n\nACTOR ChaingunguyHeadExplode: ZombieXDeath\n{\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t TNT1 AAAAA 0 A_CustomMissile (\"BloodMistBig\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains6\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"BrainsImpHeadPiece\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Teeth\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 6, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3b\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 10\n\t Stop\n\t}\n}\n\nACTOR ImpHeadExplode: ZombieXDeath\n{\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t TNT1 AAAAA 0 A_CustomMissile (\"BloodMistBig\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains6\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"BrainsImpHeadPiece\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 6, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Teeth\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3b\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 10\n\t Stop\n\t}\n}\n\nACTOR HellKnightHeadExplode: ZombieXDeath\n{\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t TNT1 AAAAA 0 A_CustomMissile (\"BloodMistBig\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"HellKnightHeadPiece\", 0, 0, random (0, 360), 2, random (50, 80))\n\t\tTNT1 A 0 A_CustomMissile (\"HellKnightHeadPiece2\", 0, 0, random (0, 360), 2, random (50, 80))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 6, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Teeth\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath3b\", 10, 0, random (0, 360), 2, random (50, 80))\n\t\tTNT1 A 10\n\t Stop\n\t}\n}\n\nACTOR HellKnightHeadExplodeHalf: ZombieXDeath\n{\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t TNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"HellKnightHeadPiece2\", 0, 0, random (0, 360), 2, random (50, 80))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPiece\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 6, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Teeth\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 10, 0, random (0, 360), 2, random (50, 80))\n\t\tTNT1 A 10\n\t Stop\n\t}\n}\n\nACTOR BaronOfHellHeadExplode: ZombieXDeath\n{\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t TNT1 AAAAA 0 A_CustomMissile (\"BloodMistBig\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"BaronHeadPiece\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 6, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Teeth\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath3b\", 10, 0, random (0, 360), 2, random (50, 80))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2b\", 10, 0, random (0, 360), 2, random (50, 80))\n\t\tTNT1 A 10\n\t Stop\n\t}\n}\n\nACTOR MancubusHeadExplode: ZombieXDeath\n{\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t TNT1 AAAAA 0 A_CustomMissile (\"BloodMistBig\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"MancubusEyeballs\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brains6Big\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brains7Big\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 6, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Teeth\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath3b\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2b\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 10\n\t Stop\n\t}\n}\n\nACTOR MeatDeathSmall: ImpXDeath\n{\n States\n {\n Spawn:\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2b\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3b\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 10, 0, random (0, 360), 2, random (40, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathSkinPiece2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathSkinPiece1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAA 0 A_CustomMissile (\"SmallSuperGore\", 10, 0, random (0, 360), 2, random (10, 170))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"BloodMistSmall\", 35, 0, random (0, 360), 2, random (40, 90))\n\t\tStop\n }\n}"
},
{
"source": "pk3",
"name": "M_GORE3.txt",
"contents": "ACTOR XDeathBurnedLeg\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB E 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB E -1\n Stop\n }\n}\n\nACTOR XDeathBurnedImpLeg\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB F 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB F -1\n Stop\n }\n}\n\nACTOR XDeathBurnedSkull\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n BURN B 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n BURN BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n BURN B -1\n Stop\n }\n}\n\nACTOR XDeathBurnedArm\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB D 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB D -1\n Stop\n }\n}\n\nACTOR XDeathBurnedImpArm\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB G 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB G -1\n Stop\n }\n}\n\nACTOR XDeathBurnedDemonArm\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB H 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB H -1\n Stop\n }\n}\n\nACTOR XDeathBurnedDemonLeg\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB I 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB I -1\n Stop\n }\n}\n\nACTOR XDeathBurnedMeat\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB A 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB A -1\n Stop\n }\n}\n\nACTOR XDeathBurnedMeat2\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB B 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB B -1\n Stop\n }\n}\n\nACTOR XDeathBurnedMeat3\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB C 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB C -1\n Stop\n }\n}\n\nACTOR XDeathBurnedBlueMeat1\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CACB P 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CACB PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 15 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n BURN D -1\n Stop\n }\n}\n\nACTOR XDeathBurnedBlueMeat2\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CACB Q 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CACB QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 15 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n BURN D -1\n Stop\n }\n}"
}
]
},
"maps": []
}