bd21_xvme1.2-pre6.pk3

PK3 15 MiB 0 map(s)

Counts

endoom0
graphics0
lumps4934
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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      "iwad": [],
      "filename": null,
      "added": "2019-05-18 21:34:08",
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      "name": null,
      "description": null,
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    "added": "2019-05-18 21:34:08",
    "file": {
      "type": "PK3",
      "size": 15470481,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/bec8ec8ef304e8b9571ccdad795faa5fb0dace4b/bec8ec8ef304e8b9571ccdad795faa5fb0dace4b.pk3.gz",
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    "content": {
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    "text_files": [
      {
        "source": "pk3",
        "name": "MEChangelog.txt",
        "contents": "// --------------------------------------------------------------------------------------------------------------------------\n//\n//\t   Version History\n//\n//\t(Developed by XV117)\n//\tModified by BLOODWOLF\n//\n// --------------------------------------------------------------------------------------------------------------------------\n//\n//\tv1.2-Pre6 05/09/2019\n//\n//\tPlayer.txt:\t\t\t\t\tUpdated to RC10\n//\n//\tv1.2-Pre5 05/03/2019\n//\n//\tDecorate.txt:\t\t\t\tNotated SuicideBomber out from inclusion (finds it annoying).\n//\tPlayer.txt:\t\t\t\t\tUpdated Land: state to RC9 and removed A_GiveInventory(\"IsFloating\", 1) from SubMGIsJumping state.\n//\tStealthMonsters.txt:\t\tNotated-out SuicideBomber stealth actor.\n//\tAll Actors:\t\t\t\t\tAdjusted actor flags and species to prevent infighting\n//\t\t\t\t\t\t\t\tRemoved all \"BDCheckClassicMonsters\", vanilla states, and vanilla spawns.  This isn't for vanilla.\n//\n//\tv1.2-Pre4 04/27/2019\n//\n//\tDecorate.txt:\t\tRemoved XV117 RifleZombie.txt and added BurnME.txt to #includes\n//\tPlayer.txt:\t\t\tSets Player.Face to \"STF\"\n//\t\t\t\t\t\tReplaced with bd21rc8 Player.txt then added the xvme12 extra fatalities, stealth kills, and fatality checker\n//\t\t\t\t\t\tRemoved script calls 582 (Green blood) and 583 (Blue Blood) from fatalities of monsters who have red blood.\n//\t\t\t\t\t\tAdded NetherDarkImp fatality (green)\n//\tAll files:\t\t\tChanged all old numbered script calls to the new NamedExecuteAlways(\"\") scripts in rc8\n//\t\t\t\t\t\tChanged all old gore and particle names to the rc8 equivalents.\n//\tTokens.txt:\t\t\tAdded NetherDarkImpFatality1 and 2\n//\t+BurnME.txt:\t\t\tAdded Monster Expansion's own Burn.txt for the NetherDarkImp's green-blood death animations.\n//\tDyingGuys.txt:\t\tAdded in NetherDarkImp specific actors (green-blood)\n//\tGore.txt:\t\t\tAdded in NetherDarkImp specific actors (green-blood)\n//\t+LegME.txt:\t\t\tAdded a green blood LegTarget4 actor for the NetherDarkImp.\n//\tSuperDemon.txt:\t\tAdded custom sprites and new attacks.\n//\tAll Actors:\t\t\tMany tweaks to all actor properties and animations.\n//\t\t\t\t\t\tSet all actor sizes to that of the parent monster.\n//\n//\tv1.2-Pre3 (Public Pre-Release) - 03/09/2018\n//\n//\tTested on Zandronum 3.0\n//\n//\tYou Need a version RC1 or lastest to work Correctly\n//\n//\tAdded Internal Compatibility to Work whitout Enhanced Weapons Mutators\n//\tAdded Nametags for All Monsters\n//\tAdded New Reload Animations for monsters, thanks to mryayayify for Sprites\n//\tAdded Proper Fatality for Pistol Zombieman\n//\tAdded Proper Fatality for Riot Shield Sergeant\n//\tAdded Smart Reloading System for Monsters\n//\tAdded New Definition for Pistol Zombieman\n//\tAdded More Last Stands Monsters, thanks to mryayayify for sprites\n//\tAdded Silenced Attack for Stealth ZSpec Ops\n//\tChanged Re-code Chainsaw Zombie\n//\tChanged Chainsaw Zombie Speed Function\n//\tChanged Fatality Module converted to RC Test Build\n//\tChanged \"Flamethrower\" dropitem to \"Flamothrower2\" in Pyro Sergeant\n//\tEnhanced Gore System for Satyr, thanks mryayayify for Sprites\n//\tEnhanced Gore System for ZSpec Ops, ASGGuy, Major, QuadSSG Guy\n//\tEnhanced ZSpec Ops AI and attack functions\n//\tFixed Some Functions in Tomtefars Extension Compatibility Patch\n//\tFixed Missing Dismenber Animation for ASGGuy,Major,DarkImps,QSSGGuy,SSGGuy and ZSpecOps\n//\tFixed Missing \"ShakeShakeShake\" Actor used in Fatality Module\n//\n//  \tv1.2-Pre2 (Private Pre-Release) - 11/08/2018\n//\n//\tUpdated to work whit Aug 09 Test Build of Brutal DOOM v21\n//\n//\tChanged Now requires Enhanced Weapons Mutators\n//\tChanged Fatality Module converted to Aug 09 Test Build\n//\tChanged Pyro Sergeant Now Drops Flamethrower\n//  \tFixed Few Errors\n//\tFixed Some Bugs whit MinigunGuy and Major\n//\n//\tv1.2-Pre1 (Public Pre-Release) - 04/08/2018\n//\n//\tAdded Dark Imps\n//\tAdded Dark Imps Variants\n//\tAdded Plasma Zombie\n//\tAdded Sniper Zombie\n//\tAdded Stealth ZSpecOps Sub-Variant on ZSpec Ops Preset\n//\tChanged Terminator has now been divided into 2 versions, the boss variant that has more life appears in the Cyberdemon preset, and the normal appears in the baron but has 1500 instead of 7000\n//\tChanged The fucking instakill from Chainsaw Zombie\n//\tChanged The random spawners have been restructured\n//\tChanged ZSpec Ops now also appears as a sub-variant of the SMGGuy\n//\tChanged The random spawner has been divided into 2, one for the iwad DOOM 1 and Ultimate DOOM and the other for DOOM 2 and Final DOOM\n//\tChanged The flamethrower fire that triggers the Pyro Sergeant is now called \"XV_FlamethrowerMissile\" to avoid conflicts\n//\tFixed vanilla death animation in the Chainsaw Zombie variant\n//\tFixed Super Demon no longer flashes in cyberdemon every time he walks or does something else\n//\tFixed Z-Spec Ops/Black Ops they generate a pool of blood instead of particles, now when they are hurt they will release blood like any other enemy\n//\tFixed Fixed Sound of the new animation for the Pistol Zombieman\n//\tFixed The HW Major becomes a Commando to be destroyed with a Minigun, now used as base RifleZombie for fewer errors\n//\tEnhanced It has improved the Shotgun Guy sprites, so now this has a strap to resemble the shotgun we use, of course thanks to Xamp for the skin for v20b.\n//\tEnhanced D3Wraith can now be massacred and also killed with plasmagun.\n//\tRemoved Sprite of Sergeant variant with SMG\n//\tRemoved Unnecessary actors that replace the current BDv 21\n//\n//\tv1.1 Overpowered Update - 24/06/2018\n//\n//\tUpdated Fatality Module to work whit lastest BDv21 Version\n//\tAdded Aracnorb\n//\tAdded Cyber Baron\n//\tAdded Cyber Knight\n//\tAdded Major\n//\tAdded Super Demon\n//\tAdded Lost Smoke Monster for Death Incarnate\n//\tAdded A proper reload animation for Pistol Zombieman\n//\tAdded Frozen Death for Monsters\n//\tAdded Stealth versions of Monsters\n//\tAdded Main Library for Gore related Actors\n//\tAdded Last Stand Monsters\n//\tChanged Terminator actor name to TerminatorDemon to prevent conflict whit Zandronum and old Skulltag Content\n//\tChanged Some Custom DOOM Editor Spawn IDs\n//\tChanged Trites can now fatalize Marines\n//\tChanged Trites now bleed green blood instead of red\n//\tChanged Riot Shield Sergeant shooting mode\n//\tEnhanced Tomtefars Extension Support, now ASGGuy and Riot Shield Guy drops 20% Assault-Shotgun-(ASGGuy) and Revolver-(RiotShieldGuy).\n//\tEnhanced Gore System for New Monsters\n//\tFixed Missing Sprites for Rolling animation of Assault-Shotgun Zombie\n//\tFixed the fucking vanilla dead on Chainsaw Zombie\n//\tFixed massive errors in the actors in the monsters\n//\tReorganized file system to MonsterExtension for more compatibility and prevent file conflicts\n//\tReajusted Monster Randomizer\n//\tReplaced the old Zombie_Man Actors to RifleZombie to work correctly\n//\tRemoved All innecesary Actors\n//\n//\tNote: This version has taken a long time to be\n//\tmade, plus there are many notable changes and\n//\tcorrections of major errors in the next version\n//\twill add dark Imps.\n//\n//\tv1.0\n//\n//\tAdded Proper Skin for Sergeant SMG Guy\n//\tAdded Rifle Commando\n//\tAdded Terminator\n//\tAdded ZombieMan Voices from Project Brutality\n//\tAdded Commandos Voices from Project Brutality\n//\tAdded A Proper Spawn Category for Doom Builder\n//\tChanged Bruiser Demon Name Actor to BruiserDemon\n//\tChanged Z-Spec Ops Name Actor to ZSpecOps\n//\tChanged Wraith Name Actor to D3Wraith\n//\tChanged Trite Name Actor to D3Trite\n//\tFixed Terminator Scale and Projecticle Position\n//\tFixed Quad-Shotgun Guy Tracers\n//\tFixed Minigun Zombieman Bugged\n//\tExtra Compatibility Patches for Hell Rising and DOOM Tribute Project\n//\tReorganized Decorate File System\n//\n//\tv0.9.9 Alpha (Dev Build)\n//\n//\tFixed Critical Bug Errors\n//\tFixed Tracers for Terminator\n//\tFixed Wraith Teleport\n//\n//\tv0.9.8 Alpha (Dev Build)\n//\n//\tRequires a BDv21 Test Apr 25 or Lastest\n//\n//\tAdded Death Incarnate\n//\tAdded Pyro Demon\n//\tAdded Sergeant Stealth Kills for Z-Spec Ops\n//\tChanged Z-Spec Ops Decorate Base to Quad-Shotgun Zombie\n//\tResized Trite Scale and Positions\n//\n//\tv0.9.6 - 0.9.7 Alphas (Very Bugged Versions)\n//\n//\tFixed Crashes whit using the last BDv21 Test Apr 25 Build\n//\tFixed major and minor errors\n//\n//\tv0.9.5\tAlpha (Dev Build)\n//\n//\tSome Corrections of Bugs\n//\n//\tv0.9.4  Alpha (Dev Build)\n//\n//\tAdded DOOM 3 Monsters (Trite and Wraith)\n//\tAdded Satyr\n//\tAdded Minigun Guy (Useful for Ultimate Doom, Register Doom and Freedoom Phase 1 IWADS)\n//\tFixed Related Bug whit Bruiser Demon\n//\tFixed Quad-Shotgun Zombie IA\n//\n//\tv0.9.3 Alpha (Dev Build)\n//\n//\tFixed Critical Error whit SuperShotgunZombie v2\n//\tFixed Bug whit Suicide Bomber\n//\tChanged SuperShotgunZombie Base to ShotgunGuy1\n//\tChanged Some Thigs of Monsters\n//\n//\tv0.9.2 Alpha (Dev Build)\n//\n//\tAdded Sergeant Fatalities for Z-Spec Ops and Assault Shotgun Guy\n//\tAdded Quad-Shotgun Zombie\n//\tReajust Random Spawner\n//\tFixed DOOM Builder Spawn IDs\n//\tFixed DOOM Builder Spawn Category\n//\tEnhanced Z-Spec Ops Gore\n//\n//\tv0.9.1c Alpha (Open Beta Finally) - Emergency Update\n//\n//\tTested on ZDOOM LE 2.8.1b and Zandronum 3.0\n//\n//\tRequires a BDv21 Test Mar 27 or superior to Run\n//\n//\tAdded Sub Compatibility Patch for Maps\n//\tAdded SpawnIDs for DOOM Builder, View on the Readme File\n//\tAdded Missing Sprites for Fleshspawn and Z-Spec Ops\n//\tFixed Auto Shotgun Guy IA\n//\tFixed Shadow Death Particles\n//\tFixed Pyro Sergeant InstaKill\n//\tFixed Super Shotgun Zombie Gore\n//\tChanged the Bruiser Demon Actor Name to BruiserDemon2\n//\tChanged the Riot Sergeant Firemode to Burst Firing Style\n//\tChanged the WeaponDrops in the Decorate on Monsters to Use Weapon Spawners\n//\tRemoved Tactical Shield Weapon for compatibility Whit Other Addons\n//\tUpdate to Specifications of new IA of Zombieman and Sergeants\n//\tDeactivated Extra StealthKills and Fatalities for Crashes (Need Help Please)\n//\tRelease Random Spawner as Separate .PK3 for use in normal DOOM Maps and EDay Beta\n//\n//\n//\tV0.9.1 Alpha (Closed Beta) - Betatester Only\n//\n//\tRecoded Auto Shotgun Guy\n//\tAdded Bruiser Demon\n//\tAdded Shadow\n//\tAdded Super Shotgun Zombie\n//\tAdded Chainsaw Zombie\n//\tAdded FleshSpawn\n//\tEnhanced Z-Spec Ops IA\n//\tFixed Potential Bug on Riot Sergeant that causes infinity firing continue\n//\n//\tV 0.9.0 Alpha (Post Release) - Betatester Only\n//\n//\tConversion to Brutal DOOM version v21\n//\tRequires a BDv21 Test December 09 or Superior\n//\n//\tv 0.8.9 Alpha (BDv20 Build)\n//\n//\tBrutal DOOM v20c Version Only\n//\n//\tEnhanced Extra Fatalities\n//\tHotfix for some issues\n//\n//\tV 0.8.8 or inferior are a Developer Versions\n//\n//\tV 0.1.0\n//\n//\tIntitial Release\n//\n//\n// --------------------------------------------------------------------------------------------------------------------------"
      },
      {
        "source": "pk3",
        "name": "DECALDEF.txt",
        "contents": "Generator SuperDemonBall\t\tBigScorch"
      },
      {
        "source": "pk3",
        "name": "Decorate.txt",
        "contents": "// XV117 Brutalized Monsters for Brutal Doom v21\n// Compatible with Release Candidate 8\n\n//Monsters\n#include \"Actors/MonsterExpansion/Monsters/Aracnorb.txt\"\n#include \"Actors/MonsterExpansion/Monsters/ASGGuy.txt\"\n#include \"Actors/MonsterExpansion/Monsters/BruiserDemon.txt\"\n#include \"Actors/MonsterExpansion/Monsters/ChainsawZombie.txt\"\n#include \"Actors/MonsterExpansion/Monsters/CyberBaron.txt\"\n#include \"Actors/MonsterExpansion/Monsters/CyberKnight.txt\"\n#include \"Actors/MonsterExpansion/Monsters/DarkImp.txt\"\n#include \"Actors/MonsterExpansion/Monsters/DarkImpNami.txt\"\n#include \"Actors/MonsterExpansion/Monsters/DarkImpNether.txt\"\n#include \"Actors/MonsterExpansion/Monsters/DarkImpVoid.txt\"\n#include \"Actors/MonsterExpansion/Monsters/FleshSpawn.txt\"\n#include \"Actors/MonsterExpansion/Monsters/HS.txt\"\n#include \"Actors/MonsterExpansion/Monsters/Incarnate.txt\"\n#include \"Actors/MonsterExpansion/Monsters/Major.txt\"\n#include \"Actors/MonsterExpansion/Monsters/MinigunGuy.txt\"\n#include \"Actors/MonsterExpansion/Monsters/PistolZombiePatch.txt\"\n#include \"Actors/MonsterExpansion/Monsters/PlasmaZombie.txt\"\n#include \"Actors/MonsterExpansion/Monsters/PyroDemon.txt\"\n#include \"Actors/MonsterExpansion/Monsters/PyroSergeant.txt\"\n#include \"Actors/MonsterExpansion/Monsters/QuadShotgunZombie.txt\"\n#include \"Actors/MonsterExpansion/Monsters/RifleCommando.txt\"\n#include \"Actors/MonsterExpansion/Monsters/RiotSergeant.txt\"\n#include \"Actors/MonsterExpansion/Monsters/RocketGuy.txt\"\n#include \"Actors/MonsterExpansion/Monsters/Satyr.txt\"\n#include \"Actors/MonsterExpansion/Monsters/Shadow.txt\"\n#include \"Actors/MonsterExpansion/Monsters/SmokeMonster.txt\"\n#include \"Actors/MonsterExpansion/Monsters/SniperRifleGuy.txt\"\n//#include \"Actors/MonsterExpansion/Monsters/SuicideBomber.txt\"\n#include \"Actors/MonsterExpansion/Monsters/SuperDemon.txt\"\n#include \"Actors/MonsterExpansion/Monsters/SuperShotgunZombie.txt\"\n#include \"Actors/MonsterExpansion/Monsters/Terminator.txt\"\n#include \"Actors/MonsterExpansion/Monsters/Trite.txt\"\n#include \"Actors/MonsterExpansion/Monsters/Wraith.txt\"\n#include \"Actors/MonsterExpansion/Monsters/ZSpecOps.txt\"\n\n//Stuff\n#include \"Actors/MonsterExpansion/Burn.txt\"\n#include \"Actors/MonsterExpansion/DyingGuys.txt\"\n#include \"Actors/MonsterExpansion/FrozenGuys.txt\"\n#include \"Actors/MonsterExpansion/Gore.txt\"\n#include \"Actors/MonsterExpansion/LastStandMonsters.txt\"\n#include \"Actors/MonsterExpansion/Leg.txt\"\n#include \"Actors/MonsterExpansion/StealthMonsters.txt\"\n#include \"Actors/MonsterExpansion/Tracers.txt\"\n#include \"Actors/MonsterExpansion/WeaponDrops.txt\"\n\n//Decorate\n\n// Compatibility Module\n#include \"Decorate/MonsterExpansion/Compatibility.txt\"\n\n// Fatality Module\n#include \"Decorate/MonsterExpansion/Tokens.txt\""
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "// RocketGuy\n\nPointlight RocketGuyAttack\n{\nColor 1.0 0.8 0.0\nSize 32\n}\n\nObject RocketGuy\n{\nFrame MPOSF { Light RocketGuyAttack }\n}\n\nBrightMap Sprite MPOSF1\n{\nMap BMMPOSF1\nDisableFullBright\n}\n\nBrightMap Sprite MPOSF2F8\n{\nMap BMMPOSF2\nDisableFullBright\n}\n\nBrightMap Sprite MPOSF3F7\n{\nMap BMMPOSF3\nDisableFullBright\n}\n\nBrightMap Sprite MPOSF4F6\n{\nMap BMMPOSF4\nDisableFullBright\n}\n\nBrightMap Sprite MPOSF5\n{\nMap BMMPOSF5\nDisableFullBright\n}\n\n// SuicideBomber\n\nPointlight SuicideBomberDeath1\n{\nColor 1.0 0.4 0.0\nSize 35\n}\n\nPointlight SuicideBomberDeath2\n{\nColor 0.6 0.3 0.0\nSize 40\n}\n\nPointlight SuicideBomberDeath3\n{\nColor 0.3 0.1 0.0\nSize 35\n}\n\nObject SuicideBomber\n{\nFrame BMBEM { Light SuicideBomberDeath1 }\nFrame BMBEN { Light SuicideBomberDeath2 }\nFrame BMBEO { Light SuicideBomberDeath3 }\n}\n\nBrightMap Sprite BMBEA1\n{\nMap BMBMBEA1\nDisableFullBright\n}\n\nBrightMap Sprite BMBEA2\n{\nMap BMBMBEA2\nDisableFullBright\n}\n\nBrightMap Sprite BMBEA3\n{\nMap BMBMBEA3\nDisableFullBright\n}\n\nBrightMap Sprite BMBEA4\n{\nMap BMBMBEA4\nDisableFullBright\n}\n\nBrightMap Sprite BMBEA5\n{\nMap BMBMBEA5\nDisableFullBright\n}\n\nBrightMap Sprite BMBEA6\n{\nMap BMBMBEA6\nDisableFullBright\n}\n\nBrightMap Sprite BMBEA7\n{\nMap BMBMBEA7\nDisableFullBright\n}\n\nBrightMap Sprite BMBEA8\n{\nMap BMBMBEA8\nDisableFullBright\n}\n\nBrightMap Sprite BMBEB1\n{\nMap BMBMBEB1\nDisableFullBright\n}\n\nBrightMap Sprite BMBEB2\n{\nMap BMBMBEB2\nDisableFullBright\n}\n\nBrightMap Sprite BMBEB3\n{\nMap BMBMBEB3\nDisableFullBright\n}\n\nBrightMap Sprite BMBEB4\n{\nMap BMBMBEB4\nDisableFullBright\n}\n\nBrightMap Sprite BMBEB5\n{\nMap BMBMBEB5\nDisableFullBright\n}\n\nBrightMap Sprite BMBEB6\n{\nMap BMBMBEB6\nDisableFullBright\n}\n\nBrightMap Sprite BMBEB7\n{\nMap BMBMBEB7\nDisableFullBright\n}\n\nBrightMap Sprite BMBEB8\n{\nMap BMBMBEB8\nDisableFullBright\n}\n\nBrightMap Sprite BMBEC1\n{\nMap BMBMBEC1\nDisableFullBright\n}\n\nBrightMap Sprite BMBEC2\n{\nMap BMBMBEC2\nDisableFullBright\n}\n\nBrightMap Sprite BMBEC3\n{\nMap BMBMBEC3\nDisableFullBright\n}\n\nBrightMap Sprite BMBEC4\n{\nMap BMBMBEC4\nDisableFullBright\n}\n\nBrightMap Sprite BMBEC5\n{\nMap BMBMBEC5\nDisableFullBright\n}\n\nBrightMap Sprite BMBEC6\n{\nMap BMBMBEC6\nDisableFullBright\n}\n\nBrightMap Sprite BMBEC7\n{\nMap BMBMBEC7\nDisableFullBright\n}\n\nBrightMap Sprite BMBEC8\n{\nMap BMBMBEC8\nDisableFullBright\n}\n\nBrightMap Sprite BMBED1\n{\nMap BMBMBED1\nDisableFullBright\n}\n\nBrightMap Sprite BMBED2\n{\nMap BMBMBED2\nDisableFullBright\n}\n\nBrightMap Sprite BMBED3\n{\nMap BMBMBED3\nDisableFullBright\n}\n\nBrightMap Sprite BMBED4\n{\nMap BMBMBED4\nDisableFullBright\n}\n\nBrightMap Sprite BMBED5\n{\nMap BMBMBED5\nDisableFullBright\n}\n\nBrightMap Sprite BMBED6\n{\nMap BMBMBED6\nDisableFullBright\n}\n\nBrightMap Sprite BMBED7\n{\nMap BMBMBED7\nDisableFullBright\n}\n\nBrightMap Sprite BMBED8\n{\nMap BMBMBED8\nDisableFullBright\n}\n\n// FleshSpawn\n\nPointlight Fleshspawnball1\n{\nColor 0.6 0.2 0.4\nSize 32\n}\n\nPointlight Fleshspawnball2\n{\nColor 0.6 0.2 0.4\nSize 24\n}\n\nPointlight Fleshspawnball3\n{\nColor 0.6 0.2 0.4\nSize 28\n}\n\nPointlight Fleshspawnball4\n{\nColor 0.6 0.2 0.4\nSize 40\n}\n\nPointlight Fleshspawnball5\n{\nColor 0.8 0.4 0.3\nSize 36\n}\n\nPointlight Fleshspawnball6\n{\nColor 0.8 0.3 0.2\nSize 32\n}\n\nPointlight Fleshspawnball7\n{\nColor 0.6 0.2 0.0\nSize 32\n}\n\nPointlight Fleshspawnball8\n{\nColor 0.4 0.1 0.0\nSize 32\n}\n\nPointlight Fleshspawnball9\n{\nColor 0.6 0.2 0.4\nSize 32\n}\n\nPointlight Fleshspawnball10\n{\nColor 0.5 0.2 0.3\nSize 32\n}\n\nPointlight Fleshspawnball11\n{\nColor 0.4 0.1 0.2\nSize 32\n}\n\nPointlight Fleshspawnball12\n{\nColor 0.3 0.1 0.1\nSize 32\n}\n\nPointlight Fleshspawnball13\n{\nColor 0.2 0.0 0.0\nSize 32\n}\n\nObject Fleshspawnball\n{\nFrame FLBLA { Light Fleshspawnball1 }\nFrame FLBLB { Light Fleshspawnball2 }\nFrame FLBLC { Light Fleshspawnball3 }\nFrame FLBLD { Light Fleshspawnball4 }\nFrame FLBLE { Light Fleshspawnball5 }\nFrame FLBLF { Light Fleshspawnball6 }\nFrame FLBLG { Light Fleshspawnball7 }\nFrame FLBLH { Light Fleshspawnball8 }\nFrame FLBLI { Light Fleshspawnball9 }\nFrame FLBLJ { Light Fleshspawnball10 }\nFrame FLBLK { Light Fleshspawnball11 }\nFrame FLBLL { Light Fleshspawnball12 }\nFrame FLBLM { Light Fleshspawnball13 }\n}\n\nBrightMap Sprite FLSPG1\n{\n    Map BMFLSPG1\n\tDisableFullBright\n}\n\nBrightMap Sprite FLSPG2G8\n{\n    Map BMFLSPG2\n\tDisableFullBright\n}\n\nBrightMap Sprite FLSPG4G6\n{\n    Map BMFLSPG4\n\tDisableFullBright\n}\n\nBrightMap Sprite FLSPG5\n{\n    Map BMFLSPG5\n\tDisableFullBright\n}\n\nBrightMap Sprite FLSPH1\n{\n    Map BMFLSPH1\n\tDisableFullBright\n}\n\nBrightMap Sprite FLSPH2H8\n{\n    Map BMFLSPH2\n\tDisableFullBright\n}\n\nBrightMap Sprite FLSPH3H7\n{\n    Map BMFLSPH3\n\tDisableFullBright\n}\n\nBrightMap Sprite FLSPH4H6\n{\n    Map BMFLSPH4\n\tDisableFullBright\n}\n\nBrightMap Sprite FLSPH5\n{\n    Map BMFLSPH5\n\tDisableFullBright\n}\n\n// DeathIncarnate\n\nPointLight DeathIncarnate\n{\nColor 1.0 0.0 0.0\nOffset 0 54 0\nSize 32\n}\n\nPointlight IncarnateExplode1\n{\nColor 0.8 0.0 0.0\nOffset 0 54 0\nSize 32\n}\n\nPointlight IncarnateExplode2\n{\nColor 0.85 0.0 0.0\nOffset 0 54 0\nSize 40\n}\n\nPointlight IncarnateExplode3\n{\nColor 0.9 0.0 0.0\nOffset 0 54 0\nSize 48\n}\n\nPointlight IncarnateExplode4\n{\nColor 1.0 0.0 0.0\nOffset 0 54 0\nSize 80\n}\n\nPointlight IncarnateExplode5\n{\nColor 1.0 0.0 0.0\nOffset 0 54 0\nSize 72\n}\n\nPointlight IncarnateExplode6\n{\nColor 0.7 0.0 0.0\nOffset 0 54 0\nSize 56\n}\n\nPointlight IncarnateExplode7\n{\nColor 0.5 0.0 0.0\nOffset 0 54 0\nSize 48\n}\n\nPointlight IncarnateExplode8\n{\nColor 0.3 0.0 0.0\nOffset 0 54 0\nSize 24\n}\n\nObject Incarnate\n{\nFrame INCAU { Light DeathIncarnate }\nFrame INCXA { Light IncarnateExplode1 }\nFrame INCXB { Light IncarnateExplode2 }\nFrame INCXC { Light IncarnateExplode3 }\nFrame INCXD { Light IncarnateExplode4 }\nFrame INCXE { Light IncarnateExplode5 }\nFrame INCXF { Light IncarnateExplode6 }\nFrame INCXG { Light IncarnateExplode7 }\nFrame INCXH { Light IncarnateExplode8 }\n}\n\nBrightMap Sprite INCAA1D1\n{\nMap BMINCAA1\nDisableFullBright\n}\n\nBrightMap Sprite INCAA2D8\n{\nMap BMINCAA2\nDisableFullBright\n}\n\nBrightMap Sprite INCAA3D7\n{\nMap BMINCAA3\nDisableFullBright\n}\n\nBrightMap Sprite INCAA4D6\n{\nMap BMINCAA4\nDisableFullBright\n}\n\nBrightMap Sprite INCAA5D5\n{\nMap BMINCAA5\nDisableFullBright\n}\n\nBrightMap Sprite INCAA6D4\n{\nMap BMINCAA6\nDisableFullBright\n}\n\nBrightMap Sprite INCAA7D3\n{\nMap BMINCAA7\nDisableFullBright\n}\n\nBrightMap Sprite INCAA8D2\n{\nMap BMINCAA8\nDisableFullBright\n}\n\nBrightMap Sprite INCAB1E1\n{\nMap BMINCAB1\nDisableFullBright\n}\n\nBrightMap Sprite INCAB2E8\n{\nMap BMINCAB2\nDisableFullBright\n}\n\nBrightMap Sprite INCAB3E7\n{\nMap BMINCAB3\nDisableFullBright\n}\n\nBrightMap Sprite INCAB4E6\n{\nMap BMINCAB4\nDisableFullBright\n}\n\nBrightMap Sprite INCAB5E5\n{\nMap BMINCAB5\nDisableFullBright\n}\n\nBrightMap Sprite INCAB6E4\n{\nMap BMINCAB6\nDisableFullBright\n}\n\nBrightMap Sprite INCAB7E3\n{\nMap BMINCAB7\nDisableFullBright\n}\n\nBrightMap Sprite INCAB8E2\n{\nMap BMINCAB8\nDisableFullBright\n}\n\nBrightMap Sprite INCAC1F1\n{\nMap BMINCAC1\nDisableFullBright\n}\n\nBrightMap Sprite INCAC2F8\n{\nMap BMINCAC2\nDisableFullBright\n}\n\nBrightMap Sprite INCAC3F7\n{\nMap BMINCAC3\nDisableFullBright\n}\n\nBrightMap Sprite INCAC4F6\n{\nMap BMINCAC4\nDisableFullBright\n}\n\nBrightMap Sprite INCAC5F5\n{\nMap BMINCAC5\nDisableFullBright\n}\n\nBrightMap Sprite INCAC6F4\n{\nMap BMINCAC6\nDisableFullBright\n}\n\nBrightMap Sprite INCAC7F3\n{\nMap BMINCAC7\nDisableFullBright\n}\n\nBrightMap Sprite INCAC8F2\n{\nMap BMINCAC8\nDisableFullBright\n}\n\nBrightMap Sprite INCAG1R1\n{\nMap BMINCAG1\nDisableFullBright\n}\n\nBrightMap Sprite INCAG2R8\n{\nMap BMINCAG2\nDisableFullBright\n}\n\nBrightMap Sprite INCAG3R7\n{\nMap BMINCAG3\nDisableFullBright\n}\n\nBrightMap Sprite INCAG4R6\n{\nMap BMINCAG4\nDisableFullBright\n}\n\nBrightMap Sprite INCAG5R5\n{\nMap BMINCAG5\nDisableFullBright\n}\n\nBrightMap Sprite INCAG6R4\n{\nMap BMINCAG6\nDisableFullBright\n}\n\nBrightMap Sprite INCAG7R3\n{\nMap BMINCAG7\nDisableFullBright\n}\n\nBrightMap Sprite INCAG8R2\n{\nMap BMINCAG8\nDisableFullBright\n}\n\nBrightMap Sprite INCAH1S1\n{\nMap BMINCAH1\nDisableFullBright\n}\n\nBrightMap Sprite INCAH2S8\n{\nMap BMINCAH2\nDisableFullBright\n}\n\nBrightMap Sprite INCAH3S7\n{\nMap BMINCAH3\nDisableFullBright\n}\n\nBrightMap Sprite INCAH4S6\n{\nMap BMINCAH4\nDisableFullBright\n}\n\nBrightMap Sprite INCAH5S5\n{\nMap BMINCAH5\nDisableFullBright\n}\n\nBrightMap Sprite INCAH6S4\n{\nMap BMINCAH6\nDisableFullBright\n}\n\nBrightMap Sprite INCAH7S3\n{\nMap BMINCAH7\nDisableFullBright\n}\n\nBrightMap Sprite INCAH8S2\n{\nMap BMINCAH8\nDisableFullBright\n}\n\nBrightMap Sprite INCAI1T1\n{\nMap BMINCAI1\nDisableFullBright\n}\n\nBrightMap Sprite INCAI2T8\n{\nMap BMINCAI2\nDisableFullBright\n}\n\nBrightMap Sprite INCAI3T7\n{\nMap BMINCAI3\nDisableFullBright\n}\n\nBrightMap Sprite INCAI4T6\n{\nMap BMINCAI4\nDisableFullBright\n}\n\nBrightMap Sprite INCAI6T4\n{\nMap BMINCAI6\nDisableFullBright\n}\n\nBrightMap Sprite INCAI7T3\n{\nMap BMINCAI7\nDisableFullBright\n}\n\nBrightMap Sprite INCAI8T2\n{\nMap BMINCAI8\nDisableFullBright\n}\n\nBrightMap Sprite INCAJ1\n{\nMap BMINCAJ1\nDisableFullBright\n}\n\nBrightMap Sprite INCAJ2\n{\nMap BMINCAJ2\nDisableFullBright\n}\n\nBrightMap Sprite INCAJ3\n{\nMap BMINCAJ3\nDisableFullBright\n}\n\nBrightMap Sprite INCAJ4\n{\nMap BMINCAJ4\nDisableFullBright\n}\n\nBrightMap Sprite INCAJ5\n{\nMap BMINCAJ5\nDisableFullBright\n}\n\nBrightMap Sprite INCAJ6\n{\nMap BMINCAJ6\nDisableFullBright\n}\n\nBrightMap Sprite INCAJ7\n{\nMap BMINCAJ7\nDisableFullBright\n}\n\nBrightMap Sprite INCAJ8\n{\nMap BMINCAJ8\nDisableFullBright\n}\n\nBrightMap Sprite INCAK1\n{\nMap BMINCAK1\nDisableFullBright\n}\n\nBrightMap Sprite INCAK2\n{\nMap BMINCAK2\nDisableFullBright\n}\n\nBrightMap Sprite INCAK3\n{\nMap BMINCAK3\nDisableFullBright\n}\n\nBrightMap Sprite INCAK4\n{\nMap BMINCAK4\nDisableFullBright\n}\n\nBrightMap Sprite INCAK5\n{\nMap BMINCAK5\nDisableFullBright\n}\n\nBrightMap Sprite INCAK6\n{\nMap BMINCAK6\nDisableFullBright\n}\n\nBrightMap Sprite INCAK7\n{\nMap BMINCAK7\nDisableFullBright\n}\n\nBrightMap Sprite INCAK8\n{\nMap BMINCAK8\nDisableFullBright\n}\n\nBrightMap Sprite INCAL1\n{\nMap BMINCAL1\nDisableFullBright\n}\n\nBrightMap Sprite INCAL2\n{\nMap BMINCAL2\nDisableFullBright\n}\n\nBrightMap Sprite INCAL3\n{\nMap BMINCAL3\nDisableFullBright\n}\n\nBrightMap Sprite INCAL4\n{\nMap BMINCAL4\nDisableFullBright\n}\n\nBrightMap Sprite INCAL5\n{\nMap BMINCAL5\nDisableFullBright\n}\n\nBrightMap Sprite INCAL6\n{\nMap BMINCAL6\nDisableFullBright\n}\n\nBrightMap Sprite INCAL7\n{\nMap BMINCAL7\nDisableFullBright\n}\n\nBrightMap Sprite INCAL8\n{\nMap BMINCAL8\nDisableFullBright\n}\n\nBrightMap Sprite INCAU1\n{\nMap BMINCAU1\nDisableFullBright\n}\n\nBrightMap Sprite INCAU2\n{\nMap BMINCAU2\nDisableFullBright\n}\n\nBrightMap Sprite INCAU3\n{\nMap BMINCAU3\nDisableFullBright\n}\n\nBrightMap Sprite INCAU4\n{\nMap BMINCAU4\nDisableFullBright\n}\n\nBrightMap Sprite INCAU5\n{\nMap BMINCAU5\nDisableFullBright\n}\n\nBrightMap Sprite INCAU6\n{\nMap BMINCAU6\nDisableFullBright\n}\n\nBrightMap Sprite INCAU7\n{\nMap BMINCAU7\nDisableFullBright\n}\n\nBrightMap Sprite INCAU8\n{\nMap BMINCAU8\nDisableFullBright\n}\n\nBrightMap Sprite INCXA0\n{\nMap BMINCXA0\nDisableFullBright\n}\n\nBrightMap Sprite INCXB0\n{\nMap BMINCXB0\nDisableFullBright\n}\n\nBrightMap Sprite INCXC0\n{\nMap BMINCXC0\nDisableFullBright\n}\n\nBrightMap Sprite INCXD0\n{\nMap BMINCXD0\nDisableFullBright\n}\n\nBrightMap Sprite INCXE0\n{\nMap BMINCXE0\nDisableFullBright\n}\n\nBrightMap Sprite INCXF0\n{\nMap BMINCXF0\nDisableFullBright\n}\n\nBrightMap Sprite INCXG0\n{\nMap BMINCXG0\nDisableFullBright\n}\n\nBrightMap Sprite INCXH0\n{\nMap BMINCXH0\nDisableFullBright\n}\n\nBrightMap Sprite INCXI0\n{\nMap BMINCXI0\nDisableFullBright\n}\n\nBrightMap Sprite INCXJ0\n{\nMap BMINCXJ0\nDisableFullBright\n}\n\n//GLDefs for Hades Sphere\nPointLight HadesSphere_1\n{\nColor 1.0 0.0 0.0\nOffset 0 4 0\nSize 10\n}\n\nPointLight HadesSphere_2\n{\nColor 1.0 0.0 0.0\nOffset 0 4 0\nSize 20\n}\n\nPointLight HadesSphere_3\n{\nColor 1.0 0.0 0.0\nOffset 0 4 0\nSize 30\n}\n\nPointLight HadesSphere_4\n{\nColor 1.0 0.0 0.0\nOffset 0 4 0\nSize 40\n}\n\nFlickerLight2 HadesSphere\n{\nColor 1.0 0.0 0.0\nOffset 0 8 0\nSize 50\nSecondarySize 70\nInterval 2.0\n}\n\nObject HS\n{\nFrame HADEE { Light HadesSphere_1 }\nFrame HADEF { Light HadesSphere_2 }\nFrame HADEG { Light HadesSphere_3 }\nFrame HADEH { Light HadesSphere_4 }\nFrame HADEA { Light HadesSphere }\nFrame HADEB { Light HadesSphere }\nFrame HADEC { Light HadesSphere }\nFrame HADED { Light HadesSphere }\nFrame HADEG { Light HadesSphere }\n}\n\nPointLight HadesBoom_1\n{\nColor 1.0 0.0 0.0\nOffset 0 14 0\nSize 80\n}\n\nPointLight HadesBoom_2\n{\nColor 0.9 0.0 0.0\nOffset 0 14 0\nSize 92\n}\n\nPointLight HadesBoom_3\n{\nColor 0.78 0.0 0.0\nOffset 0 14 0\nSize 96\n}\n\nPointLight HadesBoom_4\n{\nColor 0.56 0.0 0.0\nOffset 0 14 0\nSize 100\n}\n\nPointLight HadesBoom_5\n{\nColor 0.32 0.0 0.0\nOffset 0 14 0\nSize 110\n}\n\nObject HS\n{\nFrame HADEM { Light HadesBoom_1 }\nFrame HADEN { Light HadesBoom_2 }\nFrame HADEO { Light HadesBoom_3 }\nFrame HADEP { Light HadesBoom_4 }\nFrame HADEQ { Light HadesBoom_5 }\n}\n\n// BruiserDemon\nFlickerLight2 BruiserDemon\n{\nColor 1.0 0.6 0.0\nSize 70\nSecondarySize 95\nOffset 0 32 0\nInterval 2.0\n}\n\nPointlight BruiserDeath1\n{\nColor 1.0 0.8 0.0\nSize 128\nOffset 0 32 0\n}\n\nPointlight BruiserDeath2\n{\nColor 1.0 0.6 0.0\nSize 96\nOffset 0 32 0\n}\n\nPointlight BruiserDeath3\n{\nColor 0.6 0.4 0.0\nSize 72\nOffset 0 32 0\n}\n\nPointlight BruiserDeath4\n{\nColor 0.5 0.4 0.0\nSize 64\nOffset 0 32 0\n}\n\nPointlight BruiserDeath5\n{\nColor 0.4 0.2 0.0\nSize 56\nOffset 0 32 0\n}\n\nObject BruiserDemon\n{\nFrame BRUSA { Light BruiserDemon }\nFrame BRUSB { Light BruiserDemon }\nFrame BRUSC { Light BruiserDemon }\nFrame BRUSD { Light BruiserDemon }\nFrame BRUSE { Light BruiserDemon }\nFrame BRUSF { Light BruiserDemon }\nFrame BRUSG { Light BruiserDemon }\nFrame BRUSH { Light BruiserDemon }\nFrame BRUSI { Light BruiserDemon }\nFrame BRUSJ { Light BruiserDemon }\nFrame BRUSK { Light BruiserDemon }\nFrame BRUSL { Light BruiserDemon }\nFrame BRUSM { Light BruiserDemon }\nFrame BRUDA { Light BruiserDeath5 }\nFrame BRUDB { Light BruiserDeath4 }\nFrame BRUDC { Light BruiserDeath3 }\nFrame BRUDD { Light BruiserDeath2 }\nFrame BRUDE { Light BruiserDeath1 }\nFrame BRUDF { Light BruiserDeath1 }\nFrame BRUDG { Light BruiserDeath1 }\nFrame BRUDH { Light BruiserDeath1 }\nFrame BRUDI { Light BruiserDeath2 }\nFrame BRUDJ { Light BruiserDeath3 }\nFrame BRUDK { Light BruiserDeath4 }\nFrame BRUDL { Light BruiserDeath5 }\nFrame BRUDM { Light BruiserDeath5 }\nFrame BRUDN { Light BruiserDeath5 }\n}\n\nPointlight BruiserBall11\n{\nColor 0.6 0.3 0.0\nSize 64\n}\n\nPointlight BruiserBall12\n{\nColor 0.7 0.4 0.0\nSize 72\n}\n\nPointlight BruiserBall13\n{\nColor 0.6 0.4 0.0\nSize 88\n}\n\nPointlight BruiserBall14\n{\nColor 0.6 0.3 0.0\nSize 56\n}\n\nPointlight BruiserBall15\n{\nColor 0.55 0.25 0.0\nSize 48\n}\n\nPointlight BruiserBall16\n{\nColor 0.5 0.2 0.0\nSize 40\n}\n\nPointlight BruiserBall17\n{\nColor 0.45 0.15 0.0\nSize 32\n}\n\nPointlight BruiserBall18\n{\nColor 0.3 0.1 0.0\nSize 24\n}\n\nObject BruiserBall\n{\nFrame BRBAA { Light BruiserBall11 }\nFrame BRBAB { Light BruiserBall11 }\nFrame BRBAK { Light BruiserBall11 }\nFrame BRBAL { Light BruiserBall12 }\nFrame BRBAM { Light BruiserBall12 }\nFrame BRBAN { Light BruiserBall13 }\nFrame BRBAO { Light BruiserBall13 }\nFrame BRBAP { Light BruiserBall12 }\nFrame BRBAQ { Light BruiserBall12 }\nFrame BRBAR { Light BruiserBall11 }\nFrame BRBAS { Light BruiserBall14 }\nFrame BRBAT { Light BruiserBall15 }\nFrame BRBAU { Light BruiserBall16 }\nFrame BRBAV { Light BruiserBall17 }\nFrame BRBAW { Light BruiserBall18 }\n}\n\nPointlight BruiserBall21\n{\nColor 0.6 0.2 0.0\nSize 32\n}\n\nPointlight BruiserBall22\n{\nColor 0.8 0.4 0.0\nSize 48\n}\n\nPointlight BruiserBall23\n{\nColor 0.6 0.2 0.0\nSize 24\n}\n\nPointlight BruiserBall24\n{\nColor 0.4 0.0 0.0\nSize 16\n}\n\nObject BruiserBall2\n{\nFrame BRB2A { Light BruiserBall21 }\nFrame BRB2B { Light BruiserBall21 }\nFrame BRB2C { Light BruiserBall22 }\nFrame BRB2D { Light BruiserBall22 }\nFrame BRB2E { Light BruiserBall21 }\nFrame BRB2F { Light BruiserBall21 }\nFrame BRB2G { Light BruiserBall23 }\nFrame BRB2H { Light BruiserBall24 }\n}\n\nPointLight BruiserFire_1\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 20\n}\n\nPointLight BruiserFire_2\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 30\n}\n\nPointLight BruiserFire_3\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 40\n}\n\nPointLight BruiserFire_4\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 47\n}\n\nPointLight BruiserFire_5\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 54\n}\n\nPointLight BruiserFire_6\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 61\n}\n\nPointLight BruiserFire_7\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 66\n}\n\nPointLight BruiserFire_8\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 73\n}\n\nPointLight BruiserFire_9\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 76\n}\n\nPointLight BruiserFire_10\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 79\n}\n\nPointLight BruiserFire_11\n{\nOffset 0 0 0\nColor 1.0 0.5 0.0\nSize 80\n}\n\nPointLight BruiserFire_12\n{\nOffset 0 0 0\nColor 0.95 0.47 0.0\nSize 81\n}\n\nPointLight BruiserFire_13\n{\nOffset 0 0 0\nColor 0.9 0.43 0.0\nSize 82\n}\n\nPointLight BruiserFire_14\n{\nOffset 0 0 0\nColor 0.83 0.38 0.0\nSize 83\n}\n\nPointLight BruiserFire_15\n{\nOffset 0 0 0\nColor 0.75 0.34 0.0\nSize 84\n}\n\nPointLight BruiserFire_16\n{\nOffset 0 0 0\nColor 0.63 0.27 0.0\nSize 85\n}\n\nPointLight BruiserFire_17\n{\nOffset 0 0 0\nColor 0.55 0.21 0.0\nSize 86\n}\n\nPointLight BruiserFire_18\n{\nOffset 0 0 0\nColor 1.38 0.13 0.0\nSize 87\n}\n\nPointLight BruiserFire_19\n{\nOffset 0 0 0\nColor 0.15 0.04 0.0\nSize 88\n}\n\nObject BruiserFire\n{\nFrame XXBFA { Light BruiserFire_1 }\nFrame XXBFB { Light BruiserFire_2 }\nFrame XXBFC { Light BruiserFire_3 }\nFrame XXBFD { Light BruiserFire_4 }\nFrame XXBFE { Light BruiserFire_5 }\nFrame XXBFF { Light BruiserFire_6 }\nFrame XXBFG { Light BruiserFire_7 }\nFrame XXBFH { Light BruiserFire_8 }\nFrame XXBFI { Light BruiserFire_9 }\nFrame XXBFJ { Light BruiserFire_10 }\nFrame XXBFK { Light BruiserFire_11 }\nFrame XXBFL { Light BruiserFire_12 }\nFrame XXBFM { Light BruiserFire_13 }\nFrame XXBFN { Light BruiserFire_14 }\nFrame XXBFO { Light BruiserFire_15 }\nFrame XXBFP { Light BruiserFire_16 }\nFrame XXBFQ { Light BruiserFire_17 }\nFrame XXBFR { Light BruiserFire_18 }\nFrame XXBFS { Light BruiserFire_19 }\n}\n\nBrightMap Sprite BRUSA1\n{\nMap BMBRS1A1\nDisableFullBright\n}\n\nBrightMap Sprite BRUSA2A8\n{\nMap BMBRS1A2\nDisableFullBright\n}\n\nBrightMap Sprite BRUSA3A7\n{\nMap BMBRS1A3\nDisableFullBright\n}\n\nBrightMap Sprite BRUSA4A6\n{\nMap BMBRS1A4\nDisableFullBright\n}\n\nBrightMap Sprite BRUSA5\n{\nMap BMBRS1A5\nDisableFullBright\n}\n\nBrightMap Sprite BRUSB1\n{\nMap BMBRS1B1\nDisableFullBright\n}\n\nBrightMap Sprite BRUSB2B8\n{\nMap BMBRS1B2\nDisableFullBright\n}\n\nBrightMap Sprite BRUSB3B7\n{\nMap BMBRS1B3\nDisableFullBright\n}\n\nBrightMap Sprite BRUSB4B6\n{\nMap BMBRS1B4\nDisableFullBright\n}\n\nBrightMap Sprite BRUSB5\n{\nMap BMBRS1B5\nDisableFullBright\n}\n\nBrightMap Sprite BRUSC1\n{\nMap BMBRS1C1\nDisableFullBright\n}\n\nBrightMap Sprite BRUSC2C8\n{\nMap BMBRS1C2\nDisableFullBright\n}\n\nBrightMap Sprite BRUSC3C7\n{\nMap BMBRS1C3\nDisableFullBright\n}\n\nBrightMap Sprite BRUSC4C6\n{\nMap BMBRS1C4\nDisableFullBright\n}\n\nBrightMap Sprite BRUSC5\n{\nMap BMBRS1C5\nDisableFullBright\n}\n\nBrightMap Sprite BRUSD1\n{\nMap BMBRS1D1\nDisableFullBright\n}\n\nBrightMap Sprite BRUSD2D8\n{\nMap BMBRS1D2\nDisableFullBright\n}\n\nBrightMap Sprite BRUSD3D7\n{\nMap BMBRS1D3\nDisableFullBright\n}\n\nBrightMap Sprite BRUSD4D6\n{\nMap BMBRS1D4\nDisableFullBright\n}\n\nBrightMap Sprite BRUSD5\n{\nMap BMBRS1D5\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE1\n{\nMap BMBRS1E1\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE2\n{\nMap BMBRS1E2\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE3\n{\nMap BMBRS1E3\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE4\n{\nMap BMBRS1E4\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE5\n{\nMap BMBRS1E5\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE6\n{\nMap BMBRS1E6\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE7\n{\nMap BMBRS1E7\nDisableFullBright\n}\n\nBrightMap Sprite BRUSE8\n{\nMap BMBRS1E8\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF1\n{\nMap BMBRS1F1\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF2\n{\nMap BMBRS1F2\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF3\n{\nMap BMBRS1F3\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF4\n{\nMap BMBRS1F4\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF5\n{\nMap BMBRS1F5\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF6\n{\nMap BMBRS1F6\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF7\n{\nMap BMBRS1F7\nDisableFullBright\n}\n\nBrightMap Sprite BRUSF8\n{\nMap BMBRS1F8\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG1\n{\nMap BMBRS1G1\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG2\n{\nMap BMBRS1G2\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG3\n{\nMap BMBRS1G3\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG4\n{\nMap BMBRS1G4\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG5\n{\nMap BMBRS1G5\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG6\n{\nMap BMBRS1G6\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG7\n{\nMap BMBRS1G7\nDisableFullBright\n}\n\nBrightMap Sprite BRUSG8\n{\nMap BMBRS1G8\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH1\n{\nMap BMBRS1H1\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH2\n{\nMap BMBRS1H2\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH3\n{\nMap BMBRS1H3\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH4\n{\nMap BMBRS1H4\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH5\n{\nMap BMBRS1H5\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH6\n{\nMap BMBRS1H6\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH7\n{\nMap BMBRS1H7\nDisableFullBright\n}\n\nBrightMap Sprite BRUSH8\n{\nMap BMBRS1H8\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI1\n{\nMap BMBRS1I1\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI2\n{\nMap BMBRS1I2\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI3\n{\nMap BMBRS1I3\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI4\n{\nMap BMBRS1I4\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI5\n{\nMap BMBRS1I5\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI6\n{\nMap BMBRS1I6\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI7\n{\nMap BMBRS1I7\nDisableFullBright\n}\n\nBrightMap Sprite BRUSI8\n{\nMap BMBRS1I8\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ1\n{\nMap BMBRS1J1\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ2\n{\nMap BMBRS1J2\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ3\n{\nMap BMBRS1J3\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ4\n{\nMap BMBRS1J4\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ5\n{\nMap BMBRS1J5\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ6\n{\nMap BMBRS1J6\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ7\n{\nMap BMBRS1J7\nDisableFullBright\n}\n\nBrightMap Sprite BRUSJ8\n{\nMap BMBRS1J8\nDisableFullBright\n}\n\nBrightMap Sprite BRUSK1\n{\nMap BMBRS1K1\nDisableFullBright\n}\n\nBrightMap Sprite BRUSK2K8\n{\nMap BMBRS1K2\nDisableFullBright\n}\n\nBrightMap Sprite BRUSK3K7\n{\nMap BMBRS1K3\nDisableFullBright\n}\n\nBrightMap Sprite BRUSK4K6\n{\nMap BMBRS1K4\nDisableFullBright\n}\n\nBrightMap Sprite BRUSK5\n{\nMap BMBRS1K5\nDisableFullBright\n}\n\nBrightMap Sprite BRUSL1\n{\nMap BMBRS1L1\nDisableFullBright\n}\n\nBrightMap Sprite BRUSL2L8\n{\nMap BMBRS1L2\nDisableFullBright\n}\n\nBrightMap Sprite BRUSL3L7\n{\nMap BMBRS1L3\nDisableFullBright\n}\n\nBrightMap Sprite BRUSL4L6\n{\nMap BMBRS1L4\nDisableFullBright\n}\n\nBrightMap Sprite BRUSL5\n{\nMap BMBRS1L5\nDisableFullBright\n}\n\nBrightMap Sprite BRUSM1\n{\nMap BMBRS1M1\nDisableFullBright\n}\n\nBrightMap Sprite BRUSM2M8\n{\nMap BMBRS1M2\nDisableFullBright\n}\n\nBrightMap Sprite BRUSM3M7\n{\nMap BMBRS1M3\nDisableFullBright\n}\n\nBrightMap Sprite BRUSM4M6\n{\nMap BMBRS1M4\nDisableFullBright\n}\n\nBrightMap Sprite BRUSM5\n{\nMap BMBRS1M5\nDisableFullBright\n}\n\nBrightMap Sprite BRUSN1\n{\nMap BMBRS1N1\nDisableFullBright\n}\n\nBrightMap Sprite BRUSN2\n{\nMap BMBRS1N2\nDisableFullBright\n}\n\nBrightMap Sprite BRUSN3\n{\nMap BMBRS1N3\nDisableFullBright\n}\n\nBrightMap Sprite BRUSN4\n{\nMap BMBRS1N4\nDisableFullBright\n}\n\nBrightMap Sprite BRUSN5\n{\nMap BMBRS1N5\nDisableFullBright\n}\n\nBrightMap Sprite BRUSN6\n{\nMap BMBRS1N6\nDisableFullBright\n}\n\nBrightMap Sprite BRUSN7\n{\nMap BMBRS1N7\nDisableFullBright\n}\n\nBrightMap Sprite BRUSN8\n{\nMap BMBRS1N8\nDisableFullBright\n}\n\nBrightMap Sprite BRUDA0\n{\nMap BMBRS2A0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDB0\n{\nMap BMBRS2B0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDC0\n{\nMap BMBRS2C0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDD0\n{\nMap BMBRS2D0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDE0\n{\nMap BMBRS2E0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDF0\n{\nMap BMBRS2F0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDG0\n{\nMap BMBRS2G0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDH0\n{\nMap BMBRS2H0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDI0\n{\nMap BMBRS2I0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDJ0\n{\nMap BMBRS2J0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDK0\n{\nMap BMBRS2K0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDL0\n{\nMap BMBRS2L0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDM0\n{\nMap BMBRS2M0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDN0\n{\nMap BMBRS2N0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDO0\n{\nMap BMBRS2O0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDP0\n{\nMap BMBRS2P0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDQ0\n{\nMap BMBRS2Q0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDS0\n{\nMap BMBRS2S0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDT0\n{\nMap BMBRS2T0\nDisableFullBright\n}\n\nBrightMap Sprite BRUDU0\n{\nMap BMBRS2U0\nDisableFullBright\n}\n\n// PyroDemon\nFlickerlight2 FireShot1\n{\nColor 1.0 0.8 0.0\nSize 25\nSecondarySize 30\nInterval 2\nOffset 0 0 0\n}\n\nPointlight FireShot2\n{\nColor 0.8 0.6 0.0\nSize 25\n}\n\nPointlight FireShot3\n{\nColor 0.6 0.4 0.0\nSize 23\n}\n\nPointlight FireShot4\n{\nColor 0.4 0.2 0.0\nSize 21\n}\n\nObject FireShot\n{\nFrame FSHTA { Light FireShot1 }\nFrame FSHTB { Light FireShot1 }\nFrame FSHTC { Light FireShot2 }\nFrame FSHTD { Light FireShot3 }\nFrame FSHTE { Light FireShot4 }\n}\n\nPointlight EscapeExplosion1\n{\nColor 1.0 0.8 0.2\nSize 50\n}\n\nPointlight EscapeExplosion2\n{\nColor 1.0 0.8 0.2\nSize 58\n}\n\nPointlight EscapeExplosion3\n{\nColor 1.0 0.8 0.2\nSize 62\n}\n\nPointlight EscapeExplosion4\n{\nColor 1.0 0.8 0.2\nSize 58\n}\n\nPointlight EscapeExplosion5\n{\nColor 1.0 0.8 0.2\nSize 54\n}\n\nPointlight EscapeExplosion6\n{\nColor 1.0 0.8 0.2\nSize 50\n}\n\nPointlight EscapeExplosion7\n{\nColor 1.0 0.8 0.2\nSize 44\n}\n\nPointlight EscapeExplosion8\n{\nColor 0.9 0.7 0.1\nSize 40\n}\n\nPointlight EscapeExplosion9\n{\nColor 0.9 0.7 0.1\nSize 36\n}\n\nPointlight EscapeExplosion10\n{\nColor 0.9 0.7 0.1\nSize 32\n}\n\nPointlight EscapeExplosion11\n{\nColor 0.8 0.6 0.0\nSize 28\n}\n\nPointlight EscapeExplosion12\n{\nColor 0.8 0.6 0.0\nSize 26\n}\n\nPointlight EscapeExplosion13\n{\nColor 0.8 0.6 0.0\nSize 24\n}\n\nPointlight EscapeExplosion14\n{\nColor 0.6 0.4 0.0\nSize 23\n}\n\nPointlight EscapeExplosion15\n{\nColor 0.6 0.4 0.0\nSize 22\n}\n\nPointlight EscapeExplosion16\n{\nColor 0.6 0.4 0.0\nSize 21\n}\n\nPointlight EscapeExplosion17\n{\nColor 0.4 0.2 0.0\nSize 20\n}\n\nPointlight EscapeExplosion18\n{\nColor 0.4 0.2 0.0\nSize 19\n}\n\nPointlight EscapeExplosion19\n{\nColor 0.2 0.0 0.0\nSize 18\n}\n\nPointlight EscapeExplosion20\n{\nColor 0.2 0.0 0.0\nSize 17\n}\n\nPointlight EscapeExplosion21\n{\nColor 0.2 0.0 0.0\nSize 16\n}\n\nObject EscapeExplosion\n{\nFrame NKXPB { Light EscapeExplosion1 }\nFrame NKXPC { Light EscapeExplosion2 }\nFrame NKXPD { Light EscapeExplosion3 }\nFrame NKXPE { Light EscapeExplosion4 }\nFrame NKXPF { Light EscapeExplosion5 }\nFrame NKXPG { Light EscapeExplosion6 }\nFrame NKXPH { Light EscapeExplosion7 }\nFrame NKXPI { Light EscapeExplosion8 }\nFrame NKXPJ { Light EscapeExplosion9 }\nFrame NKXPK { Light EscapeExplosion10 }\nFrame NKXPL { Light EscapeExplosion11 }\nFrame NKXPM { Light EscapeExplosion12 }\nFrame NKXPN { Light EscapeExplosion13 }\nFrame NKXPO { Light EscapeExplosion14 }\nFrame NKXPP { Light EscapeExplosion15 }\nFrame NKXPQ { Light EscapeExplosion16 }\nFrame NKXPR { Light EscapeExplosion17 }\nFrame NKXPS { Light EscapeExplosion18 }\nFrame NKXPT { Light EscapeExplosion19 }\nFrame NKXPU { Light EscapeExplosion20 }\nFrame NKXPV { Light EscapeExplosion21 }\n}\n\nPointlight FirebombExplosion11\n{\nColor 1.0 0.8 0.2\nSize 50\n}\n\nPointlight FirebombExplosion12\n{\nColor 1.0 0.8 0.2\nSize 58\n}\n\nPointlight FirebombExplosion13\n{\nColor 1.0 0.8 0.2\nSize 62\n}\n\nPointlight FirebombExplosion14\n{\nColor 1.0 0.8 0.2\nSize 58\n}\n\nPointlight FirebombExplosion15\n{\nColor 1.0 0.8 0.2\nSize 54\n}\n\nPointlight FirebombExplosion16\n{\nColor 1.0 0.8 0.2\nSize 50\n}\n\nPointlight FirebombExplosion17\n{\nColor 1.0 0.8 0.2\nSize 44\n}\n\nPointlight FirebombExplosion18\n{\nColor 0.9 0.7 0.1\nSize 40\n}\n\nPointlight FirebombExplosion19\n{\nColor 0.9 0.7 0.1\nSize 39\n}\n\nPointlight FirebombExplosion110\n{\nColor 0.9 0.7 0.1\nSize 38\n}\n\nPointlight FirebombExplosion111\n{\nColor 0.8 0.6 0.0\nSize 37\n}\n\nPointlight FirebombExplosion112\n{\nColor 0.7 0.5 0.0\nSize 36\n}\n\nPointlight FirebombExplosion113\n{\nColor 0.7 0.5 0.0\nSize 35\n}\n\nPointlight FirebombExplosion114\n{\nColor 0.6 0.4 0.0\nSize 35\n}\n\nPointlight FirebombExplosion115\n{\nColor 0.6 0.4 0.0\nSize 35\n}\n\nPointlight FirebombExplosion116\n{\nColor 0.5 0.3 0.0\nSize 35\n}\n\nPointlight FirebombExplosion117\n{\nColor 0.4 0.2 0.0\nSize 35\n}\n\nPointlight FirebombExplosion118\n{\nColor 0.3 0.1 0.0\nSize 35\n}\n\nPointlight FirebombExplosion119\n{\nColor 0.2 0.0 0.0\nSize 35\n}\n\nObject FirebombExplosion1\n{\nFrame FRMEA { Light FirebombExplosion11 }\nFrame FRMEB { Light FirebombExplosion12 }\nFrame FRMEC { Light FirebombExplosion13 }\nFrame FRMED { Light FirebombExplosion14 }\nFrame FRMEE { Light FirebombExplosion15 }\nFrame FRMEF { Light FirebombExplosion16 }\nFrame FRMEG { Light FirebombExplosion17 }\nFrame FRMEH { Light FirebombExplosion18 }\nFrame FRMEI { Light FirebombExplosion19 }\nFrame FRMEJ { Light FirebombExplosion110 }\nFrame FRMEK { Light FirebombExplosion111 }\nFrame FRMEL { Light FirebombExplosion112 }\nFrame FRMEM { Light FirebombExplosion113 }\nFrame FRMEN { Light FirebombExplosion114 }\nFrame FRMEO { Light FirebombExplosion115 }\nFrame FRMEP { Light FirebombExplosion116 }\nFrame FRMEQ { Light FirebombExplosion117 }\nFrame FRMER { Light FirebombExplosion118 }\nFrame FRMES { Light FirebombExplosion119 }\n}\n\nObject FirebombExplosion2\n{\nFrame FRMEA { Light FirebombExplosion11 }\nFrame FRMEB { Light FirebombExplosion12 }\nFrame FRMEC { Light FirebombExplosion13 }\nFrame FRMED { Light FirebombExplosion14 }\nFrame FRMEE { Light FirebombExplosion15 }\nFrame FRMEF { Light FirebombExplosion16 }\nFrame FRMEG { Light FirebombExplosion17 }\nFrame FRMEH { Light FirebombExplosion18 }\nFrame FRMEI { Light FirebombExplosion19 }\nFrame FRMEJ { Light FirebombExplosion110 }\nFrame FRMEK { Light FirebombExplosion111 }\nFrame FRMEL { Light FirebombExplosion112 }\nFrame FRMEM { Light FirebombExplosion113 }\nFrame FRMEN { Light FirebombExplosion114 }\nFrame FRMEO { Light FirebombExplosion115 }\nFrame FRMEP { Light FirebombExplosion116 }\nFrame FRMEQ { Light FirebombExplosion117 }\nFrame FRMER { Light FirebombExplosion118 }\nFrame FRMES { Light FirebombExplosion119 }\n}\n\nObject FirebombExplosion3\n{\nFrame FRMEA { Light FirebombExplosion11 }\nFrame FRMEB { Light FirebombExplosion12 }\nFrame FRMEC { Light FirebombExplosion13 }\nFrame FRMED { Light FirebombExplosion14 }\nFrame FRMEE { Light FirebombExplosion15 }\nFrame FRMEF { Light FirebombExplosion16 }\nFrame FRMEG { Light FirebombExplosion17 }\nFrame FRMEH { Light FirebombExplosion18 }\nFrame FRMEI { Light FirebombExplosion19 }\nFrame FRMEJ { Light FirebombExplosion110 }\nFrame FRMEK { Light FirebombExplosion111 }\nFrame FRMEL { Light FirebombExplosion112 }\nFrame FRMEM { Light FirebombExplosion113 }\nFrame FRMEN { Light FirebombExplosion114 }\nFrame FRMEO { Light FirebombExplosion115 }\nFrame FRMEP { Light FirebombExplosion116 }\nFrame FRMEQ { Light FirebombExplosion117 }\nFrame FRMER { Light FirebombExplosion118 }\nFrame FRMES { Light FirebombExplosion119 }\n}\n\nPointlight PyroBlast1\n{\nColor 1.0 0.8 0.0\nSize 40\n}\n\nPointlight PyroBlast2\n{\nColor 1.0 0.8 0.0\nSize 48\n}\n\nPointlight PyroBlast3\n{\nColor 1.0 0.8 0.0\nSize 44\n}\n\nPointlight PyroBlast4\n{\nColor 0.9 0.7 0.0\nSize 40\n}\n\nPointlight PyroBlast5\n{\nColor 0.9 0.7 0.0\nSize 36\n}\n\nPointlight PyroBlast6\n{\nColor 0.8 0.6 0.0\nSize 32\n}\n\nPointlight PyroBlast7\n{\nColor 0.7 0.5 0.0\nSize 28\n}\n\nPointlight PyroBlast8\n{\nColor 0.6 0.4 0.0\nSize 24\n}\n\nPointlight PyroBlast9\n{\nColor 0.5 0.3 0.0\nSize 20\n}\n\nPointlight PyroBlast10\n{\nColor 0.4 0.2 0.0\nSize 16\n}\n\nPointlight PyroBlast11\n{\nColor 0.3 0.1 0.0\nSize 12\n}\n\nObject PyroBlast\n{\nFrame SBLLA { Light PyroBlast1 }\nFrame SBLLB { Light PyroBlast1 }\nFrame SBLLC { Light PyroBlast1 }\nFrame SBLLD { Light PyroBlast1 }\nFrame SBLLE { Light PyroBlast1 }\nFrame SBLLF { Light PyroBlast1 }\nFrame SBLLG { Light PyroBlast1 }\nFrame SBLLH { Light PyroBlast1 }\nFrame SBLLI { Light PyroBlast1 }\nFrame SBLLJ { Light PyroBlast1 }\nFrame SBLLK { Light PyroBlast2 }\nFrame SBLLL { Light PyroBlast3 }\nFrame SBLLM { Light PyroBlast4 }\nFrame SBLLN { Light PyroBlast5 }\nFrame SBLLO { Light PyroBlast6 }\nFrame SBLLP { Light PyroBlast7 }\nFrame SBLLQ { Light PyroBlast8 }\nFrame SBLLR { Light PyroBlast9 }\nFrame SBLLS { Light PyroBlast10 }\nFrame SBLLT { Light PyroBlast11 }\nFrame SBLLU { Light PyroBlast11 }\nFrame SBLLV { Light PyroBlast11 }\nFrame SBLLW { Light PyroBlast11 }\n}\n\nPointlight WalkFire\n{\nColor 1.0 0.8 0.0\nSize 5\n}\n\nPointlight WalkFire2\n{\nColor 1.0 0.8 0.0\nSize 15\n}\n\nPointlight WalkFire3\n{\nColor 1.0 0.8 0.0\nSize 35\n}\n\nPointlight WalkFire4\n{\nColor 1.0 0.88 0.0\nSize 34\n}\n\nPointlight WalkFire5\n{\nColor 1.0 0.8 0.0\nSize 32\n}\n\nPointlight WalkFire6\n{\nColor 1.0 0.8 0.0\nSize 30\n}\n\nPointlight WalkFire7\n{\nColor 1.0 0.8 0.0\nSize 25\n}\n\nPointlight WalkFire8\n{\nColor 1.0 0.8 0.0\nSize 20\n}\n\nPointlight WalkFire9\n{\nColor 1.0 0.8 0.0\nSize 15\n}\n\nPointlight WalkFire10\n{\nColor 1.0 0.8 0.0\nSize 5\n}\n\nPointlight WalkFire11\n{\nColor 1.0 0.8 0.0\nSize 4\n}\n\nPointlight WalkFire12\n{\nColor 1.0 0.8 0.0\nSize 3\n}\n\nPointlight WalkFire13\n{\nColor 1.0 0.8 0.0\nSize 2\n}\n\nPointlight WalkFire14\n{\nColor 1.0 0.8 0.0\nSize 1\n}\n\nObject WalkFire\n{\nFrame FRTFA { Light WalkFire }\nFrame FRTFB { Light WalkFire2 }\nFrame FRTFC { Light WalkFire3 }\nFrame FRTFD { Light WalkFire4 }\nFrame FRTFE { Light WalkFire5 }\nFrame FRTFF { Light WalkFire6 }\nFrame FRTFG { Light WalkFire7 }\nFrame FRTFH { Light WalkFire8 }\nFrame FRTFI { Light WalkFire9 }\nFrame FRTFJ { Light WalkFire10 }\nFrame FRTFK { Light WalkFire11 }\nFrame FRTFL { Light WalkFire12 }\nFrame FRTFM { Light WalkFire13 }\nFrame FRTFN { Light WalkFire14 }\n}\n\nPointlight PyroBall\n{\nColor 1.0 0.8 0.0\nSize 35\n}\n\nPointlight PyroBall2\n{\nColor 1.0 0.8 0.0\nSize 40\n}\n\nPointlight PyroBall3\n{\nColor 0.9 0.7 0.0\nSize 38\n}\n\nPointlight PyroBall4\n{\nColor 0.8 0.6 0.0\nSize 36\n}\n\nPointlight PyroBall2\n{\nColor 0.6 0.4 0.0\nSize 34\n}\n\nPointlight PyroBall3\n{\nColor 0.4 0.2 0.0\nSize 32\n}\n\nPointlight PyroBall4\n{\nColor 0.2 0.0 0.0\nSize 30\n}\n\nObject PyroBall\n{\nFrame RBALA { Light PyroBall }\nFrame RBALB { Light PyroBall }\nFrame RBALD { Light PyroBall2 }\nFrame RBALE { Light PyroBall3 }\nFrame RBALF { Light PyroBall4 }\nFrame RBALG { Light PyroBall4 }\nFrame RBALH { Light PyroBall4 }\nFrame RBALI { Light PyroBall4 }\n}\n\nPointlight Comet1\n{\nColor 0.6 0.4 0.0\nSize 56\n}\n\nPointlight Comet2\n{\nColor 0.8 0.6 0.0\nSize 64\n}\n\nPointlight Comet3\n{\nColor 1.0 0.8 0.4\nSize 72\n}\n\nPointlight Comet4\n{\nColor 0.8 0.7 0.0\nSize 64\n}\n\nPointlight Comet5\n{\nColor 0.6 0.4 0.0\nSize 56\n}\n\nPointlight Comet6\n{\nColor 0.4 0.2 0.0\nSize 48\n}\n\nPointlight Comet7\n{\nColor 0.4 0.0 0.0\nSize 40\n}\n\nObject FallingComet\n{\nFrame COMTA { Light Comet1 }\nFrame COMTB { Light Comet1 }\nFrame COMTC { Light Comet1 }\nFrame COMTD { Light Comet2 }\nFrame COMTE { Light Comet3 }\nFrame COMTF { Light Comet4 }\n}\n\nObject CometDeath\n{\nFrame COMTG { Light Comet5 }\nFrame COMTH { Light Comet6 }\nFrame COMTI { Light Comet7 }\n}\n\nFlickerlight2 RainCometNull\n{\nColor 1.0 0.8 0.0\nSize 15\nSecondarysize 20\nInterval 2\nOffset 0 0 0\n}\n\nObject RainCometNull\n{\nFrame ZAP5A { Light RainCometNull }\nFrame ZAP5B { Light RainCometNull }\nFrame ZAP5C { Light RainCometNull }\nFrame ZAP5D { Light RainCometNull }\n}\n\nBrightMap Sprite PYROA1C1\n{\nMap BMPYROA1\nDisableFullBright\n}\n\nBrightMap Sprite PYROA2C8\n{\nMap BMPYROA2\nDisableFullBright\n}\n\nBrightMap Sprite PYROA3C7\n{\nMap BMPYROA3\nDisableFullBright\n}\n\nBrightMap Sprite PYROA4C6\n{\nMap BMPYROA4\nDisableFullBright\n}\n\nBrightMap Sprite PYROA5C5\n{\nMap BMPYROA5\nDisableFullBright\n}\n\nBrightMap Sprite PYROA6C4\n{\nMap BMPYROA6\nDisableFullBright\n}\n\nBrightMap Sprite PYROA7C3\n{\nMap BMPYROA7\nDisableFullBright\n}\n\nBrightMap Sprite PYROA8C2\n{\nMap BMPYROA8\nDisableFullBright\n}\n\nBrightMap Sprite PYROB1D1\n{\nMap BMPYROB1\nDisableFullBright\n}\n\nBrightMap Sprite PYROB2D8\n{\nMap BMPYROB2\nDisableFullBright\n}\n\nBrightMap Sprite PYROB3D7\n{\nMap BMPYROB3\nDisableFullBright\n}\n\nBrightMap Sprite PYROB4D6\n{\nMap BMPYROB4\nDisableFullBright\n}\n\nBrightMap Sprite PYROB5D5\n{\nMap BMPYROB5\nDisableFullBright\n}\n\nBrightMap Sprite PYROB6D4\n{\nMap BMPYROB6\nDisableFullBright\n}\n\nBrightMap Sprite PYROB7D3\n{\nMap BMPYROB7\nDisableFullBright\n}\n\nBrightMap Sprite PYROB8D2\n{\nMap BMPYROB8\nDisableFullBright\n}\n\nBrightMap Sprite PYROE1I1\n{\nMap BMPYROE1\nDisableFullBright\n}\n\nBrightMap Sprite PYROE2I8\n{\nMap BMPYROE2\nDisableFullBright\n}\n\nBrightMap Sprite PYROE3I7\n{\nMap BMPYROE3\nDisableFullBright\n}\n\nBrightMap Sprite PYROE4I6\n{\nMap BMPYROE4\nDisableFullBright\n}\n\nBrightMap Sprite PYROE5I5\n{\nMap BMPYROE5\nDisableFullBright\n}\n\nBrightMap Sprite PYROE6I4\n{\nMap BMPYROE6\nDisableFullBright\n}\n\nBrightMap Sprite PYROE7I3\n{\nMap BMPYROE7\nDisableFullBright\n}\n\nBrightMap Sprite PYROE8I2\n{\nMap BMPYROE8\nDisableFullBright\n}\n\nBrightMap Sprite PYROF1J1\n{\nMap BMPYROF1\nDisableFullBright\n}\n\nBrightMap Sprite PYROF2J8\n{\nMap BMPYROF2\nDisableFullBright\n}\n\nBrightMap Sprite PYROF3J7\n{\nMap BMPYROF3\nDisableFullBright\n}\n\nBrightMap Sprite PYROF4J6\n{\nMap BMPYROF4\nDisableFullBright\n}\n\nBrightMap Sprite PYROF5J5\n{\nMap BMPYROF5\nDisableFullBright\n}\n\nBrightMap Sprite PYROF6J4\n{\nMap BMPYROF6\nDisableFullBright\n}\n\nBrightMap Sprite PYROF7J3\n{\nMap BMPYROF7\nDisableFullBright\n}\n\nBrightMap Sprite PYROF8J2\n{\nMap BMPYROF8\nDisableFullBright\n}\n\nBrightMap Sprite PYROG1K1\n{\nMap BMPYROG1\nDisableFullBright\n}\n\nBrightMap Sprite PYROG2K8\n{\nMap BMPYROG2\nDisableFullBright\n}\n\nBrightMap Sprite PYROG3K7\n{\nMap BMPYROG3\nDisableFullBright\n}\n\nBrightMap Sprite PYROG4K6\n{\nMap BMPYROG4\nDisableFullBright\n}\n\nBrightMap Sprite PYROG5K5\n{\nMap BMPYROG5\nDisableFullBright\n}\n\nBrightMap Sprite PYROG6K4\n{\nMap BMPYROG6\nDisableFullBright\n}\n\nBrightMap Sprite PYROG7K3\n{\nMap BMPYROG7\nDisableFullBright\n}\n\nBrightMap Sprite PYROG8K2\n{\nMap BMPYROG8\nDisableFullBright\n}\n\nBrightMap Sprite PYROH1L1\n{\nMap BMPYROH1\nDisableFullBright\n}\n\nBrightMap Sprite PYROH2L8\n{\nMap BMPYROH2\nDisableFullBright\n}\n\nBrightMap Sprite PYROH3L7\n{\nMap BMPYROH3\nDisableFullBright\n}\n\nBrightMap Sprite PYROH4L6\n{\nMap BMPYROH4\nDisableFullBright\n}\n\nBrightMap Sprite PYROH5L5\n{\nMap BMPYROH5\nDisableFullBright\n}\n\nBrightMap Sprite PYROH6L4\n{\nMap BMPYROH6\nDisableFullBright\n}\n\nBrightMap Sprite PYROH7l3\n{\nMap BMPYROH7\nDisableFullBright\n}\n\nBrightMap Sprite PYROH8L2\n{\nMap BMPYROH8\nDisableFullBright\n}\n\nBrightMap Sprite PYROM1\n{\nMap BMPYROM1\nDisableFullBright\n}\n\nBrightMap Sprite PYROM2M8\n{\nMap BMPYROM2\nDisableFullBright\n}\n\nBrightMap Sprite PYROM3M7\n{\nMap BMPYROM3\nDisableFullBright\n}\n\nBrightMap Sprite PYROM4M6\n{\nMap BMPYROM4\nDisableFullBright\n}\n\nBrightMap Sprite PYROM5\n{\nMap BMPYROM5\nDisableFullBright\n}\n\nBrightMap Sprite PYRON1\n{\nMap BMPYRON1\nDisableFullBright\n}\n\nBrightMap Sprite PYRON2N8\n{\nMap BMPYRON2\nDisableFullBright\n}\n\nBrightMap Sprite PYRON3N7\n{\nMap BMPYRON3\nDisableFullBright\n}\n\nBrightMap Sprite PYRON4N6\n{\nMap BMPYRON4\nDisableFullBright\n}\n\nBrightMap Sprite PYRON5\n{\nMap BMPYRON5\nDisableFullBright\n}\n\nBrightMap Sprite PYROO1\n{\nMap BMPYROO1\nDisableFullBright\n}\n\nBrightMap Sprite PYROO2O8\n{\nMap BMPYROO2\nDisableFullBright\n}\n\nBrightMap Sprite PYROO3O7\n{\nMap BMPYROO3\nDisableFullBright\n}\n\nBrightMap Sprite PYROO4O6\n{\nMap BMPYROO4\nDisableFullBright\n}\n\nBrightMap Sprite PYROO5\n{\nMap BMPYROO5\nDisableFullBright\n}\n\nBrightMap Sprite PYROP1\n{\nMap BMPYROP1\nDisableFullBright\n}\n\nBrightMap Sprite PYROP2P8\n{\nMap BMPYROP2\nDisableFullBright\n}\n\nBrightMap Sprite PYROP3P7\n{\nMap BMPYROP3\nDisableFullBright\n}\n\nBrightMap Sprite PYROP4P6\n{\nMap BMPYROP4\nDisableFullBright\n}\n\nBrightMap Sprite PYROP5\n{\nMap BMPYROP5\nDisableFullBright\n}\n\nBrightMap Sprite PYROQ1\n{\nMap BMPYROQ1\nDisableFullBright\n}\n\nBrightMap Sprite PYROQ2\n{\nMap BMPYROQ2\nDisableFullBright\n}\n\nBrightMap Sprite PYROQ3\n{\nMap BMPYROQ3\nDisableFullBright\n}\n\nBrightMap Sprite PYROQ4\n{\nMap BMPYROQ4\nDisableFullBright\n}\n\nBrightMap Sprite PYROQ5\n{\nMap BMPYROQ5\nDisableFullBright\n}\n\nBrightMap Sprite PYROQ6\n{\nMap BMPYROQ6\nDisableFullBright\n}\n\nBrightMap Sprite PYROQ7\n{\nMap BMPYROQ7\nDisableFullBright\n}\n\nBrightMap Sprite PYROQ8\n{\nMap BMPYROQ8\nDisableFullBright\n}\n\nBrightMap Sprite PYROR0\n{\nMap BMPYROR0\nDisableFullBright\n}\n\nBrightMap Sprite PYROS0\n{\nMap BMPYROS0\nDisableFullBright\n}\n\nBrightMap Sprite PYROT0\n{\nMap BMPYROT0\nDisableFullBright\n}\n\nBrightMap Sprite PYROU0\n{\nMap BMPYROU0\nDisableFullBright\n}\n\nBrightMap Sprite PYROV0\n{\nMap BMBLACK\nDisableFullBright\n}\n\nBrightMap Sprite PYROW0\n{\nMap BMBLACK\nDisableFullBright\n}\n\nBrightMap Sprite PYROX0\n{\nMap BMBLACK\nDisableFullBright\n}\n\nBrightMap Sprite PYROY0\n{\nMap BMBLACK\nDisableFullBright\n}\n\nBrightMap Sprite PYROZ0\n{\nMap BMBLACK\nDisableFullBright\n}\n\n// Terminator\n\nPointlight TerminatorBlaster\n{\nColor 1.0 0.8 0.0\nSize 40\n}\n\nPointlight TerminatorBlaster2\n{\nColor 1.0 0.8 0.0\nSize 44\n}\n\nPointlight TerminatorBlaster3\n{\nColor 1.0 0.8 0.0\nSize 48\n}\n\nPointlight TerminatorBlaster4\n{\nColor 1.0 0.8 0.0\nSize 44\n}\n\nPointlight TerminatorBlaster5\n{\nColor 0.9 0.7 0.0\nSize 40\n}\n\nPointlight TerminatorBlaster6\n{\nColor 0.9 0.7 0.0\nSize 38\n}\n\nPointlight TerminatorBlaster7\n{\nColor 0.8 0.6 0.0\nSize 36\n}\n\nPointlight TerminatorBlaster8\n{\nColor 0.7 0.5 0.0\nSize 34\n}\n\nPointlight TerminatorBlaster9\n{\nColor 0.6 0.4 0.0\nSize 32\n}\n\nPointlight TerminatorBlaster10\n{\nColor 0.5 0.3 0.0\nSize 30\n}\n\nPointlight TerminatorBlaster11\n{\nColor 0.4 0.2 0.0\nSize 28\n}\n\nPointlight TerminatorBlaster12\n{\nColor 0.3 0.1 0.0\nSize 26\n}\n\nObject TerminatorBlaster\n{\nFrame BLSTA { Light TerminatorBlaster }\nFrame BLSTB { Light TerminatorBlaster2 }\nFrame BLSTC { Light TerminatorBlaster3 }\nFrame BLSTD { Light TerminatorBlaster4 }\nFrame BLSTE { Light TerminatorBlaster5 }\nFrame BLSTF { Light TerminatorBlaster6 }\nFrame BLSTG { Light TerminatorBlaster7 }\nFrame BLSTH { Light TerminatorBlaster8 }\nFrame BLSTI { Light TerminatorBlaster9 }\nFrame BLSTJ { Light TerminatorBlaster10 }\nFrame BLSTK { Light TerminatorBlaster11 }\nFrame BLSTL { Light TerminatorBlaster12 }\n}\n\nPointlight RedStar\n{\nColor 1.0 0.0 0.0\nSize 32\n}\n\nPointlight RedStar2\n{\nColor 1.0 0.0 0.0\nSize 36\n}\n\nPointlight RedStar3\n{\nColor 1.0 0.0 0.0\nSize 40\n}\n\nPointlight RedStar4\n{\nColor 0.9 0.0 0.0\nSize 36\n}\n\nPointlight RedStar5\n{\nColor 0.9 0.0 0.0\nSize 32\n}\n\nPointlight RedStar6\n{\nColor 0.8 0.0 0.0\nSize 30\n}\n\nPointlight RedStar7\n{\nColor 0.8 0.0 0.0\nSize 28\n}\n\nPointlight RedStar8\n{\nColor 0.7 0.0 0.0\nSize 26\n}\n\nPointlight RedStar9\n{\nColor 0.6 0.0 0.0\nSize 24\n}\n\nPointlight RedStar10\n{\nColor 0.5 0.0 0.0\nSize 22\n}\n\nPointlight RedStar11\n{\nColor 0.4 0.0 0.0\nSize 20\n}\n\nPointlight RedStar12\n{\nColor 0.3 0.0 0.0\nSize 18\n}\n\nObject RedStar\n{\nFrame STARA { Light RedStar }\nFrame STARB { Light RedStar2 }\nFrame STARC { Light RedStar3 }\nFrame STARD { Light RedStar4 }\nFrame STARE { Light RedStar5 }\nFrame STARF { Light RedStar6 }\nFrame STARG { Light RedStar7 }\nFrame STARH { Light RedStar8 }\nFrame STARI { Light RedStar9 }\nFrame STARJ { Light RedStar10 }\nFrame STARK { Light RedStar11 }\nFrame STARL { Light RedStar12 }\n}\n\nPointlight Redgrenade\n{\nColor 1.0 0.0 0.0\nSize 24\n}\n\nObject Redgrenade\n{\nFrame TGNDA { Light Redgrenade }\nFrame TGNDB { Light Redgrenade }\nFrame TGNDC { Light Redgrenade }\n}\n\nPointlight Grenadeblast1\n{\nColor 1.0 0.0 0.0\nSize 36\n}\n\nPointlight Grenadeblast2\n{\nColor 1.0 0.0 0.0\nSize 40\n}\n\nPointlight Grenadeblast3\n{\nColor 1.0 0.0 0.0\nSize 44\n}\n\nPointlight Grenadeblast4\n{\nColor 0.9 0.0 0.0\nSize 40\n}\n\nPointlight Grenadeblast5\n{\nColor 0.9 0.0 0.0\nSize 36\n}\n\nPointlight Grenadeblast6\n{\nColor 0.8 0.0 0.0\nSize 34\n}\n\nPointlight Grenadeblast7\n{\nColor 0.8 0.0 0.0\nSize 32\n}\n\nPointlight Grenadeblast8\n{\nColor 0.7 0.0 0.0\nSize 30\n}\n\nPointlight Grenadeblast9\n{\nColor 0.6 0.0 0.0\nSize 28\n}\n\nPointlight Grenadeblast10\n{\nColor 0.5 0.0 0.0\nSize 26\n}\n\nPointlight Grenadeblast11\n{\nColor 0.4 0.0 0.0\nSize 24\n}\n\nObject Grenadeblast\n{\nFrame TGBLA { Light Grenadeblast1 }\nFrame TGBLB { Light Grenadeblast2 }\nFrame TGBLC { Light Grenadeblast3 }\nFrame TGBLD { Light Grenadeblast4 }\nFrame TGBLE { Light Grenadeblast5 }\nFrame TGBLF { Light Grenadeblast6 }\nFrame TGBLG { Light Grenadeblast7 }\nFrame TGBLH { Light Grenadeblast8 }\nFrame TGBLI { Light Grenadeblast9 }\nFrame TGBLJ { Light Grenadeblast10 }\nFrame TGBLK { Light Grenadeblast11 }\n}\n\nPointlight Terminatorpuff1\n{\nColor 1.0 0.8 0.0\nSize 16\n}\n\nPointlight Terminatorpuff2\n{\nColor 0.9 0.7 0.0\nSize 20\n}\n\nPointlight Terminatorpuff3\n{\nColor 0.8 0.6 0.0\nSize 24\n}\n\nPointlight Terminatorpuff4\n{\nColor 0.7 0.5 0.0\nSize 20\n}\n\nPointlight Terminatorpuff5\n{\nColor 0.6 0.4 0.0\nSize 16\n}\n\nPointlight Terminatorpuff6\n{\nColor 0.5 0.3 0.0\nSize 14\n}\n\nPointlight Terminatorpuff7\n{\nColor 0.4 0.2 0.0\nSize 12\n}\n\nPointlight Terminatorpuff8\n{\nColor 1.0 0.8 0.0\nSize 10\n}\n\nPointlight Terminatorpuff9\n{\nColor 0.9 0.7 0.0\nSize 16\n}\n\nPointlight Terminatorpuff10\n{\nColor 0.8 0.6 0.0\nSize 20\n}\n\nPointlight Terminatorpuff11\n{\nColor 0.7 0.5 0.0\nSize 24\n}\n\nPointlight Terminatorpuff12\n{\nColor 0.6 0.4 0.0\nSize 20\n}\n\nPointlight Terminatorpuff13\n{\nColor 0.5 0.3 0.0\nSize 16\n}\n\nPointlight Terminatorpuff14\n{\nColor 0.4 0.2 0.0\nSize 14\n}\n\nPointlight Terminatorpuff15\n{\nColor 0.4 0.2 0.0\nSize 12\n}\n\nObject Terminatorpuff\n{\nFrame TPUFA { Light Terminatorpuff1 }\nFrame TPUFB { Light Terminatorpuff2 }\nFrame TPUFC { Light Terminatorpuff3 }\nFrame TPUFD { Light Terminatorpuff4 }\nFrame TPUFE { Light Terminatorpuff5 }\nFrame TPUFF { Light Terminatorpuff6 }\nFrame TPUFG { Light Terminatorpuff7 }\nFrame TPUFH { Light Terminatorpuff8 }\nFrame TPUFI { Light Terminatorpuff9 }\nFrame TPUFJ { Light Terminatorpuff10 }\nFrame TPUFK { Light Terminatorpuff11 }\nFrame TPUFL { Light Terminatorpuff12 }\nFrame TPUFM { Light Terminatorpuff13 }\nFrame TPUFN { Light Terminatorpuff14 }\nFrame TPUFO { Light Terminatorpuff15 }\n}\n\nPointlight TerminatorDeath1\n{\nColor 0.6 0.1 0.0\nSize 40\n}\n\nPointlight TerminatorDeath2\n{\nColor 0.7 0.2 0.0\nSize 44\n}\n\nPointlight TerminatorDeath3\n{\nColor 0.8 0.3 0.0\nSize 48\n}\n\nPointlight TerminatorDeath4\n{\nColor 0.9 0.4 0.0\nSize 52\n}\n\nPointlight TerminatorDeath5\n{\nColor 1.0 0.5 0.0\nSize 56\n}\n\nPointlight TerminatorDeath6\n{\nColor 1.0 0.5 0.0\nSize 52\n}\n\nPointlight TerminatorDeath7\n{\nColor 0.9 0.5 0.0\nSize 48\n}\n\nPointlight TerminatorDeath8\n{\nColor 0.8 0.4 0.0\nSize 44\n}\n\nPointlight TerminatorDeath9\n{\nColor 0.7 0.3 0.0\nSize 40\n}\n\nPointlight TerminatorDeath10\n{\nColor 0.6 0.2 0.0\nSize 36\n}\n\nPointlight TerminatorDeath11\n{\nColor 0.6 0.2 0.0\nSize 32\n}\n\nPointlight TerminatorDeath12\n{\nColor 0.5 0.1 0.0\nSize 28\n}\n\nPointlight TerminatorDeath13\n{\nColor 0.4 0.1 0.0\nSize 26\n}\n\nFlickerLight2 TerminatorAttack1\n{\nColor 1.0 0.8 0.2\nSize 56\nSecondarySize 64\nInterval 1\nOffset 0 80 0\n}\n\nPointlight TerminatorAttack2\n{\nColor 1.0 0.5 0.2\nSize 56\n}\n\nPointlight TerminatorAttack3\n{\nColor 1.0 0.0 0.0\nSize 56\n}\n\nObject TerminatorDemon\n{\nFrame TERMF { Light TerminatorAttack2 }\nFrame TERMH { Light TerminatorAttack1 }\nFrame TERMI { Light TerminatorAttack1 }\nFrame TERMK { Light TerminatorAttack3 }\nFrame TERMM { Light TerminatorDeath1 }\nFrame TERMN { Light TerminatorDeath2 }\nFrame TERMO { Light TerminatorDeath3 }\nFrame TERMP { Light TerminatorDeath4 }\nFrame TERMQ { Light TerminatorDeath5 }\nFrame TERMR { Light TerminatorDeath6 }\nFrame TERMS { Light TerminatorDeath7 }\nFrame TERMT { Light TerminatorDeath8 }\nFrame TERMU { Light TerminatorDeath9 }\nFrame TERMV { Light TerminatorDeath10 }\nFrame TERMW { Light TerminatorDeath11 }\nFrame TERMX { Light TerminatorDeath12 }\nFrame TERMY { Light TerminatorDeath13 }\n}\n\nObject TerminatorBoss\n{\nFrame TERMF { Light TerminatorAttack2 }\nFrame TERMH { Light TerminatorAttack1 }\nFrame TERMI { Light TerminatorAttack1 }\nFrame TERMK { Light TerminatorAttack3 }\nFrame TERMM { Light TerminatorDeath1 }\nFrame TERMN { Light TerminatorDeath2 }\nFrame TERMO { Light TerminatorDeath3 }\nFrame TERMP { Light TerminatorDeath4 }\nFrame TERMQ { Light TerminatorDeath5 }\nFrame TERMR { Light TerminatorDeath6 }\nFrame TERMS { Light TerminatorDeath7 }\nFrame TERMT { Light TerminatorDeath8 }\nFrame TERMU { Light TerminatorDeath9 }\nFrame TERMV { Light TerminatorDeath10 }\nFrame TERMW { Light TerminatorDeath11 }\nFrame TERMX { Light TerminatorDeath12 }\nFrame TERMY { Light TerminatorDeath13 }\n}\n\n//Brightmaps\n\nBrightMap Sprite TERMA1\n{\nMap BMTERMA1\nDisableFullBright\n}\n\nBrightMap Sprite TERMA2\n{\nMap BMTERMA2\nDisableFullBright\n}\n\nBrightMap Sprite TERMA3\n{\nMap BMTERMA3\nDisableFullBright\n}\n\nBrightMap Sprite TERMA6\n{\nMap BMTERMA6\nDisableFullBright\n}\n\nBrightMap Sprite TERMA7\n{\nMap BMTERMA7\nDisableFullBright\n}\n\nBrightMap Sprite TERMA8\n{\nMap BMTERMA8\nDisableFullBright\n}\n\nBrightMap Sprite TERMB1\n{\nMap BMTERMB1\nDisableFullBright\n}\n\nBrightMap Sprite TERMB2\n{\nMap BMTERMB2\nDisableFullBright\n}\n\nBrightMap Sprite TERMB3\n{\nMap BMTERMB3\nDisableFullBright\n}\n\nBrightMap Sprite TERMB7\n{\nMap BMTERMB7\nDisableFullBright\n}\n\nBrightMap Sprite TERMB8\n{\nMap BMTERMB8\nDisableFullBright\n}\n\nBrightMap Sprite TERMC1\n{\nMap BMTERMC1\nDisableFullBright\n}\n\nBrightMap Sprite TERMC2\n{\nMap BMTERMC2\nDisableFullBright\n}\n\nBrightMap Sprite TERMC3\n{\nMap BMTERMC3\nDisableFullBright\n}\n\nBrightMap Sprite TERMC4\n{\nMap BMTERMC4\nDisableFullBright\n}\n\nBrightMap Sprite TERMC7\n{\nMap BMTERMC7\nDisableFullBright\n}\n\nBrightMap Sprite TERMC8\n{\nMap BMTERMC8\nDisableFullBright\n}\n\nBrightMap Sprite TERMD1\n{\nMap BMTERMD1\nDisableFullBright\n}\n\nBrightMap Sprite TERMD2\n{\nMap BMTERMD2\nDisableFullBright\n}\n\nBrightMap Sprite TERMD3\n{\nMap BMTERMD3\nDisableFullBright\n}\n\nBrightMap Sprite TERMD7\n{\nMap BMTERMD7\nDisableFullBright\n}\n\nBrightMap Sprite TERMD8\n{\nMap BMTERMD8\nDisableFullBright\n}\n\nBrightMap Sprite TERME1\n{\nMap BMTERME1\nDisableFullBright\n}\n\nBrightMap Sprite TERME2\n{\nMap BMTERME2\nDisableFullBright\n}\n\nBrightMap Sprite TERME3\n{\nMap BMTERME3\nDisableFullBright\n}\n\nBrightMap Sprite TERME7\n{\nMap BMTERME7\nDisableFullBright\n}\n\nBrightMap Sprite TERME8\n{\nMap BMTERME8\nDisableFullBright\n}\n\nBrightMap Sprite TERMF1\n{\nMap BMTERMF1\nDisableFullBright\n}\n\nBrightMap Sprite TERMF2\n{\nMap BMTERMF2\nDisableFullBright\n}\n\nBrightMap Sprite TERMF3\n{\nMap BMTERMF3\nDisableFullBright\n}\n\nBrightMap Sprite TERMF4\n{\nMap BMTERMF4\nDisableFullBright\n}\n\nBrightMap Sprite TERMF5\n{\nMap BMTERMF5\nDisableFullBright\n}\n\nBrightMap Sprite TERMF6\n{\nMap BMTERMF6\nDisableFullBright\n}\n\nBrightMap Sprite TERMF7\n{\nMap BMTERMF7\nDisableFullBright\n}\n\nBrightMap Sprite TERMF8\n{\nMap BMTERMF8\nDisableFullBright\n}\n\nBrightMap Sprite TERMG1\n{\nMap BMTERMG1\nDisableFullBright\n}\n\nBrightMap Sprite TERMG2\n{\nMap BMTERMG2\nDisableFullBright\n}\n\nBrightMap Sprite TERMG3\n{\nMap BMTERMG3\nDisableFullBright\n}\n\nBrightMap Sprite TERMG7\n{\nMap BMTERMG7\nDisableFullBright\n}\n\nBrightMap Sprite TERMG8\n{\nMap BMTERMG8\nDisableFullBright\n}\n\nBrightMap Sprite TERMH1\n{\nMap BMTERMH1\nDisableFullBright\n}\n\nBrightMap Sprite TERMH2\n{\nMap BMTERMH2\nDisableFullBright\n}\n\nBrightMap Sprite TERMH3\n{\nMap BMTERMH3\nDisableFullBright\n}\n\nBrightMap Sprite TERMH4\n{\nMap BMTERMH4\nDisableFullBright\n}\n\nBrightMap Sprite TERMH5\n{\nMap BMTERMH5\nDisableFullBright\n}\n\nBrightMap Sprite TERMH6\n{\nMap BMTERMH6\nDisableFullBright\n}\n\nBrightMap Sprite TERMH7\n{\nMap BMTERMH7\nDisableFullBright\n}\n\nBrightMap Sprite TERMH8\n{\nMap BMTERMH8\nDisableFullBright\n}\n\nBrightMap Sprite TERMI1\n{\nMap BMTERMI1\nDisableFullBright\n}\n\nBrightMap Sprite TERMI2\n{\nMap BMTERMI2\nDisableFullBright\n}\n\nBrightMap Sprite TERMI3\n{\nMap BMTERMI3\nDisableFullBright\n}\n\nBrightMap Sprite TERMI4\n{\nMap BMTERMI4\nDisableFullBright\n}\n\nBrightMap Sprite TERMI5\n{\nMap BMTERMI5\nDisableFullBright\n}\n\nBrightMap Sprite TERMI6\n{\nMap BMTERMI6\nDisableFullBright\n}\n\nBrightMap Sprite TERMI7\n{\nMap BMTERMI7\nDisableFullBright\n}\n\nBrightMap Sprite TERMI8\n{\nMap BMTERMI8\nDisableFullBright\n}\n\nBrightMap Sprite TERMJ1\n{\nMap BMTERMJ1\nDisableFullBright\n}\n\nBrightMap Sprite TERMJ2\n{\nMap BMTERMJ2\nDisableFullBright\n}\n\nBrightMap Sprite TERMJ3\n{\nMap BMTERMJ3\nDisableFullBright\n}\n\nBrightMap Sprite TERMJ7\n{\nMap BMTERMJ7\nDisableFullBright\n}\n\nBrightMap Sprite TERMJ8\n{\nMap BMTERMJ8\nDisableFullBright\n}\n\nBrightMap Sprite TERMK1\n{\nMap BMTERMK1\nDisableFullBright\n}\n\nBrightMap Sprite TERMK2\n{\nMap BMTERMK2\nDisableFullBright\n}\n\nBrightMap Sprite TERMK3\n{\nMap BMTERMK3\nDisableFullBright\n}\n\nBrightMap Sprite TERMK4\n{\nMap BMTERMK4\nDisableFullBright\n}\n\nBrightMap Sprite TERMK5\n{\nMap BMTERMK5\nDisableFullBright\n}\n\nBrightMap Sprite TERMK6\n{\nMap BMTERMH6\nDisableFullBright\n}\n\nBrightMap Sprite TERMK7\n{\nMap BMTERMK7\nDisableFullBright\n}\n\nBrightMap Sprite TERMK8\n{\nMap BMTERMK8\nDisableFullBright\n}\n\nBrightMap Sprite TERML1\n{\nMap BMTERML1\nDisableFullBright\n}\n\nBrightMap Sprite TERML2\n{\nMap BMTERML2\nDisableFullBright\n}\n\nBrightMap Sprite TERML3\n{\nMap BMTERML3\nDisableFullBright\n}\n\nBrightMap Sprite TERML4\n{\nMap BMTERML4\nDisableFullBright\n}\n\nBrightMap Sprite TERML8\n{\nMap BMTERML8\nDisableFullBright\n}\n\nBrightMap Sprite TERMM0\n{\nMap BMTERMM0\nDisableFullBright\n}\n\nBrightMap Sprite TERMN0\n{\nMap BMTERMN0\nDisableFullBright\n}\n\nBrightMap Sprite TERMO0\n{\nMap BMTERMO0\nDisableFullBright\n}\n\nBrightMap Sprite TERMP0\n{\nMap BMTERMP0\nDisableFullBright\n}\n\nBrightMap Sprite TERMQ0\n{\nMap BMTERMQ0\nDisableFullBright\n}\n\nBrightMap Sprite TERMR0\n{\nMap BMTERMR0\nDisableFullBright\n}\n\nBrightMap Sprite TERMS0\n{\nMap BMTERMS0\nDisableFullBright\n}\n\nBrightMap Sprite TERMT0\n{\nMap BMTERMT0\nDisableFullBright\n}\n\nBrightMap Sprite TERMU0\n{\nMap BMTERMU0\nDisableFullBright\n}\n\nBrightMap Sprite TERMV0\n{\nMap BMTERMV0\nDisableFullBright\n}\n\nBrightMap Sprite TERMW0\n{\nMap BMTERMW0\nDisableFullBright\n}\n\nBrightMap Sprite TERMX0\n{\nMap BMTERMX0\nDisableFullBright\n}\n\nBrightMap Sprite TERMY0\n{\nMap BMTERMY0\nDisableFullBright\n}\n\n//Aracnorb\n\nBrightMap Sprite ACNBB1\n{\nMap BMBLACK\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC2C8\n{\nMap BMBLACK\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC3C7\n{\nMap BMBLACK\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC4C6\n{\nMap BMBLACK\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC5\n{\nMap BMBLACK\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC1\n{\nMap BMACNBC1\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC2C8\n{\nMap BMACNBC2\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC3C7\n{\nMap BMACNBC3\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC4C6\n{\nMap BMACNBC4\nDisableFullBright\n}\n\nBrightMap Sprite ACNBC5\n{\nMap BMACNBC5\nDisableFullBright\n}\n\n// Cyber Baron\n\nPointlight CyberBaronRocket1\n{\nColor 1.0 0.7 0.0\nSize 56\n}\n\nFlickerlight CyberBaronRocket2\n{\nColor 1.0 0.7 0.0\nSize 64\nSecondarySize 72\nChance 0.3\n}\n\nFlickerlight CyberBaronRocket3\n{\nColor 0.5 0.1 0.0\nSize 80\nSecondarySize 88\nChance 0.3\n}\n\nFlickerlight CyberBaronRocket4\n{\nColor 0.3 0.0 0.0\nSize 96\nSecondarySize 104\nChance 0.3\n}\n\nObject CyberAttack2\n{\nFrame MISLA { Light CyberBaronRocket1 }\nFrame MISLB { Light CyberBaronRocket2 }\nFrame MISLC { Light CyberBaronRocket3 }\nFrame MISLD { Light CyberBaronRocket4 }\n}\n\nPointlight CyberBaronExplode1\n{\nColor 0.7 0.0 0.0\nSize 32\nOffset 0 16 0\n}\n\nPointlight CyberBaronExplode2\n{\nColor 1.0 0.0 0.0\nSize 96\nOffset 0 24 0\n}\n\nPointlight CyberBaronExplode3\n{\nColor 0.8 0.0 0.0\nSize 64\nOffset 0 24 0\n}\n\nPointlight CyberBaronExplode4\n{\nColor 0.3 0.0 0.0\nSize 32\nOffset 0 24 0\n}\n\nObject CyberBaron\n{\nFrame CBOSK { Light CyberBaronExplode1 }\nFrame CBOSL { Light CyberBaronExplode2 }\nFrame CBOSM { Light CyberBaronExplode3 }\nFrame CBOSN { Light CyberBaronExplode4 }\n}\n\n// Super Demon\n\npointlight SDEMONBALL\n{\n    color 1.0 0.0 0.0\n    size 64\n}\n\nflickerlight SDEMONBALL_X1\n{\n    color 7.0 0.0 0.0\n    size 80\n    secondarySize 88\n    chance 0.25\n}\n\nflickerlight SDEMONBALL_X2\n{\n    color 0.4 0.0 0.0\n    size 96\n    secondarySize 104\n    chance 0.25\n}\n\nflickerlight SDEMONBALL_X3\n{\n    color 0.2 0.0 0.0\n    size 112\n    secondarySize 120\n    chance 0.25\n}\n\nobject SuperDemonBall\n{\n    frame BAL9A { light SDEMONBALL    }\n    frame BAL9B { light SDEMONBALL    }\n\n    frame BAL9C { light SDEMONBALL_X1 }\n    frame BAL9D { light SDEMONBALL_X2 }\n    frame BAL9E { light SDEMONBALL_X3 }\n}\n\n//SmokeMonster\nFlickerLight2 SmokeLight_A\n{\nColor 255 255 255\nSubtractive 1\nSize 32\nSecondarySize 48\nInterval 2.0\nOffset 0 0 0\n}\n\nObject SmokeMonster\n{\nFrame SMMO { Light SmokeLight_A }\nFrame TNT1 { Light SmokeLight_A }\n}\n\n//Dark Imp (Nami Fuckers)\nPointlight DarkBallSeeker1\n{\nColor 0.5 0.2 0.8\nSize 48\n}\n\nPointlight DarkBallSeeker2\n{\nColor 0.4 0.2 0.8\nSize 64\n}\n\nPointlight DarkBallSeeker3\n{\nColor 0.2 0.2 0.8\nSize 56\n}\n\nPointlight DarkBallSeeker4\n{\nColor 0.0 0.0 0.5\nSize 32\n}\n\nObject DarkSeeker\n{\nFrame DKB1A { Light DarkBallSeeker1 }\nFrame DKB1B { Light DarkBallSeeker1 }\nFrame DKB1C { Light DarkBallSeeker2 }\nFrame DKB1D { Light DarkBallSeeker3 }\nFrame DKB1E { Light DarkBallSeeker4 }\n}\n\nFlickerlight2 NamiDarkImpFire\n{\nColor 0.5 0.2 0.8\nSize 48\nSecondarySize 56\nInterval 0.8\nOffset 0 28 0\n}\n\nObject NamiDarkImp\n{\nFrame DRKIE { Light NamiDarkImpFire }\nFrame DRKIF { Light NamiDarkImpFire }\nFrame DRKIG { Light NamiDarkImpFire }\n}\n\nBrightMap Sprite DRKIA1\n{\nMap BMDRKIA1\nDisableFullBright\n}\n\nBrightMap Sprite DRKIA2A8\n{\nMap BMDRKIA2\nDisableFullBright\n}\n\nBrightMap Sprite DRKIA3A7\n{\nMap BMDRKIA3\nDisableFullBright\n}\n\nBrightMap Sprite DRKIB1\n{\nMap BMDRKIB1\nDisableFullBright\n}\n\nBrightMap Sprite DRKIB2B8\n{\nMap BMDRKIB2\nDisableFullBright\n}\n\nBrightMap Sprite DRKIB3B7\n{\nMap BMDRKIB3\nDisableFullBright\n}\n\nBrightMap Sprite DRKIC1\n{\nMap BMDRKIC1\nDisableFullBright\n}\n\nBrightMap Sprite DRKIC2C8\n{\nMap BMDRKIC2\nDisableFullBright\n}\n\nBrightMap Sprite DRKIC3C7\n{\nMap BMDRKIC3\nDisableFullBright\n}\n\nBrightMap Sprite DRKID1\n{\nMap BMDRKID1\nDisableFullBright\n}\n\nBrightMap Sprite DRKID2D8\n{\nMap BMDRKID2\nDisableFullBright\n}\n\nBrightMap Sprite DRKID3D7\n{\nMap BMDRKID3\nDisableFullBright\n}\n\nBrightMap Sprite DRKIE1\n{\nMap BMDRKIE1\nDisableFullBright\n}\n\nBrightMap Sprite DRKIE2E8\n{\nMap BMDRKIE2\nDisableFullBright\n}\n\nBrightMap Sprite DRKIE3E7\n{\nMap BMDRKIE3\nDisableFullBright\n}\n\nBrightMap Sprite DRKIE4E6\n{\nMap BMDRKIE4\nDisableFullBright\n}\n\nBrightMap Sprite DRKIE5\n{\nMap BMDRKIE5\nDisableFullBright\n}\n\nBrightMap Sprite DRKIF1\n{\nMap BMDRKIF1\nDisableFullBright\n}\n\nBrightMap Sprite DRKIF2F8\n{\nMap BMDRKIF2\nDisableFullBright\n}\n\nBrightMap Sprite DRKIF3F7\n{\nMap BMDRKIF3\nDisableFullBright\n}\n\nBrightMap Sprite DRKIF4F6\n{\nMap BMDRKIF4\nDisableFullBright\n}\n\nBrightMap Sprite DRKIF5\n{\nMap BMDRKIF5\nDisableFullBright\n}\n\nBrightMap Sprite DRKIG1\n{\nMap BMDRKIG1\nDisableFullBright\n}\n\nBrightMap Sprite DRKIG2G8\n{\nMap BMDRKIG2\nDisableFullBright\n}\n\nBrightMap Sprite DRKIG3G7\n{\nMap BMDRKIG3\nDisableFullBright\n}\n\nBrightMap Sprite DRKIG4G6\n{\nMap BMDRKIG4\nDisableFullBright\n}\n\nBrightMap Sprite DRKIG5\n{\nMap BMDRKIG5\nDisableFullBright\n}\n\nBrightMap Sprite DRKIH1\n{\nMap BMDRKIH1\nDisableFullBright\n}\n\nBrightMap Sprite DRKIH2H8\n{\nMap BMDRKIH2\nDisableFullBright\n}\n\nBrightMap Sprite DRKIH3H7\n{\nMap BMDRKIH3\nDisableFullBright\n}\n\n//Dark Imp Nether\nPointlight InfernoBall\n{\nColor 0.0 0.8 0.0\nSize 24\n}\n\nPointlight InfernoBall2\n{\nColor 0.0 0.8 0.0\nSize 32\n}\n\nPointlight InfernoBall3\n{\nColor 0.0 0.8 0.0\nSize 28\n}\n\nPointlight InfernoBall4\n{\nColor 0.0 0.8 0.0\nSize 16\n}\n\nObject InfernoBall\n{\nFrame IBALA { Light InfernoBall }\nFrame IBALB { Light InfernoBall }\nFrame IBALC { Light InfernoBall2 }\nFrame IBALD { Light InfernoBall3 }\nFrame IBALE { Light InfernoBall4 }\n}\n\nObject InfernoBallTrail\n{\nFrame ITRLA { Light InfernoBall }\nFrame ITRLB { Light InfernoBall3 }\nFrame ITRLC { Light InfernoBall2 }\nFrame ITRLD { Light InfernoBall2 }\nFrame ITRLE { Light InfernoBall2 }\nFrame ITRLF { Light InfernoBall2 }\nFrame ITRLG { Light InfernoBall2 }\nFrame ITRLH { Light InfernoBall2 }\nFrame ITRLI { Light InfernoBall2 }\nFrame ITRLJ { Light InfernoBall2 }\nFrame ITRLK { Light InfernoBall2 }\nFrame ITRLL { Light InfernoBall }\nFrame ITRLM { Light InfernoBall3 }\nFrame ITRLN { Light InfernoBall4 }\n}\n\nPointlight NetherLightning\n{\nColor 0.8 0.8 0.0\nSize 20\n}\n\nObject NetherLightning\n{\nFrame NLITA { Light NetherLightning }\n}\n\n//Dark Imp Skulltag\n\nPointlight DarkBallFast1\n{\nColor 0.5 0.2 0.8\nSize 48\n}\n\nPointlight DarkBallFast2\n{\nColor 0.4 0.2 0.8\nSize 64\n}\n\nPointlight DarkBallFast3\n{\nColor 0.2 0.2 0.8\nSize 56\n}\n\nPointlight DarkBallFast4\n{\nColor 0.0 0.0 0.5\nSize 32\n}\n\nObject DarkFast\n{\nFrame DKB1A { Light DarkBallFast1 }\nFrame DKB1B { Light DarkBallFast1 }\nFrame DKB1C { Light DarkBallFast2 }\nFrame DKB1D { Light DarkBallFast3 }\nFrame DKB1E { Light DarkBallFast4 }\n}\n\nFlickerlight2 STDarkImpFire\n{\nColor 0.5 0.2 0.8\nSize 48\nSecondarySize 56\nInterval 0.8\nOffset 0 28 0\n}\n\nObject DarkImp\n{\nFrame DRKSE { Light STDarkImpFire }\nFrame DRKSF { Light STDarkImpFire }\nFrame DRKSG { Light STDarkImpFire }\n}\n\nBrightMap Sprite DRKSA1\n{\nMap BMDRKSA1\nDisableFullBright\n}\n\nBrightMap Sprite DRKSA2A8\n{\nMap BMDRKSA2\nDisableFullBright\n}\n\nBrightMap Sprite DRKSA3A7\n{\nMap BMDRKSA3\nDisableFullBright\n}\n\nBrightMap Sprite DRKSB1\n{\nMap BMDRKSB1\nDisableFullBright\n}\n\nBrightMap Sprite DRKSB2B8\n{\nMap BMDRKSB2\nDisableFullBright\n}\n\nBrightMap Sprite DRKSB3B7\n{\nMap BMDRKSB3\nDisableFullBright\n}\n\nBrightMap Sprite DRKSC1\n{\nMap BMDRKSC1\nDisableFullBright\n}\n\nBrightMap Sprite DRKSC2C8\n{\nMap BMDRKSC2\nDisableFullBright\n}\n\nBrightMap Sprite DRKSC3C7\n{\nMap BMDRKSC3\nDisableFullBright\n}\n\nBrightMap Sprite DRKSD1\n{\nMap BMDRKSD1\nDisableFullBright\n}\n\nBrightMap Sprite DRKSD2D8\n{\nMap BMDRKSD2\nDisableFullBright\n}\n\nBrightMap Sprite DRKSD3D7\n{\nMap BMDRKSD3\nDisableFullBright\n}\n\nBrightMap Sprite DRKSE1\n{\nMap BMDRKSE1\nDisableFullBright\n}\n\nBrightMap Sprite DRKSE2E8\n{\nMap BMDRKSE2\nDisableFullBright\n}\n\nBrightMap Sprite DRKSE3E7\n{\nMap BMDRKSE3\nDisableFullBright\n}\n\nBrightMap Sprite DRKSE4E6\n{\nMap BMDRKSE4\nDisableFullBright\n}\n\nBrightMap Sprite DRKSE5\n{\nMap BMDRKSE5\nDisableFullBright\n}\n\nBrightMap Sprite DRKSF1\n{\nMap BMDRKSF1\nDisableFullBright\n}\n\nBrightMap Sprite DRKSF2F8\n{\nMap BMDRKSF2\nDisableFullBright\n}\n\nBrightMap Sprite DRKSF3F7\n{\nMap BMDRKSF3\nDisableFullBright\n}\n\nBrightMap Sprite DRKSF4F6\n{\nMap BMDRKSF4\nDisableFullBright\n}\n\nBrightMap Sprite DRKSF5\n{\nMap BMDRKSF5\nDisableFullBright\n}\n\nBrightMap Sprite DRKSG1\n{\nMap BMDRKSG1\nDisableFullBright\n}\n\nBrightMap Sprite DRKSG2G8\n{\nMap BMDRKSG2\nDisableFullBright\n}\n\nBrightMap Sprite DRKSG3G7\n{\nMap BMDRKSG3\nDisableFullBright\n}\n\nBrightMap Sprite DRKSG4G6\n{\nMap BMDRKSG4\nDisableFullBright\n}\n\nBrightMap Sprite DRKSG5\n{\nMap BMDRKSG5\nDisableFullBright\n}\n\nBrightMap Sprite DRKSH1\n{\nMap BMDRKSH1\nDisableFullBright\n}\n\nBrightMap Sprite DRKSH2H8\n{\nMap BMDRKSH2\nDisableFullBright\n}\n\nBrightMap Sprite DRKSH3H7\n{\nMap BMDRKSH3\nDisableFullBright\n}\n\n//Dark Imp Void\n\nPointlight VoidBallNormal\n{\nColor 0.5 0.2 0.8\nSize 48\n}\n\nPointlight VoidBallNormal2\n{\nColor 0.4 0.2 0.8\nSize 64\n}\n\nPointlight VoidBallNormal3\n{\nColor 0.2 0.2 0.8\nSize 56\n}\n\nPointlight VoidBallNormal4\n{\nColor 0.0 0.0 0.5\nSize 32\n}\n\nObject DarkNormal\n{\nFrame DKB1A { Light VoidBallNormal }\nFrame DKB1B { Light VoidBallNormal }\nFrame DKB1C { Light VoidBallNormal2 }\nFrame DKB1D { Light VoidBallNormal3 }\nFrame DKB1E { Light VoidBallNormal4 }\n}\n\nPointlight VoidBallStrong\n{\nColor 0.8 0.2 0.8\nSize 48\n}\n\nPointlight VoidBallStrong2\n{\nColor 0.6 0.1 0.6\nSize 64\n}\n\nPointlight VoidBallStrong3\n{\nColor 0.5 0.0 0.2\nSize 56\n}\n\nPointlight VoidBallStrong4\n{\nColor 0.3 0.0 0.0\nSize 32\n}\n\nObject DarkStrong\n{\nFrame DKB2A { Light VoidBallStrong }\nFrame DKB2B { Light VoidBallStrong }\nFrame DKB2C { Light VoidBallStrong2 }\nFrame DKB2D { Light VoidBallStrong3 }\nFrame DKB2E { Light VoidBallStrong4 }\n}\n\nFlickerlight2 VoidDarkImpFire1\n{\nColor 0.5 0.2 0.8\nSize 48\nSecondarySize 56\nInterval 0.8\nOffset 0 28 0\n}\n\nFlickerlight2 VoidDarkImpFire2\n{\nColor 0.8 0.2 0.8\nSize 56\nSecondarySize 64\nInterval 0.8\nOffset 0 28 0\n}\n\nObject VoidDarkImp\n{\nFrame DRKVE { Light VoidDarkImpFire1 }\nFrame DRKVF { Light VoidDarkImpFire1 }\nFrame DRKVG { Light VoidDarkImpFire1 }\nFrame DRKVI { Light VoidDarkImpFire2 }\nFrame DRKVJ { Light VoidDarkImpFire2 }\nFrame DRKVK { Light VoidDarkImpFire2 }\n}\n\nBrightMap Sprite DRKVA1\n{\nMap BMDRKVA1\nDisableFullBright\n}\n\nBrightMap Sprite DRKVA2A8\n{\nMap BMDRKVA2\nDisableFullBright\n}\n\nBrightMap Sprite DRKVA3A7\n{\nMap BMDRKVA3\nDisableFullBright\n}\n\nBrightMap Sprite DRKVB1\n{\nMap BMDRKVB1\nDisableFullBright\n}\n\nBrightMap Sprite DRKVB2B8\n{\nMap BMDRKVB2\nDisableFullBright\n}\n\nBrightMap Sprite DRKVB3B7\n{\nMap BMDRKVB3\nDisableFullBright\n}\n\nBrightMap Sprite DRKVC1\n{\nMap BMDRKVC1\nDisableFullBright\n}\n\nBrightMap Sprite DRKVC2C8\n{\nMap BMDRKVC2\nDisableFullBright\n}\n\nBrightMap Sprite DRKVC3C7\n{\nMap BMDRKVC3\nDisableFullBright\n}\n\nBrightMap Sprite DRKVD1\n{\nMap BMDRKVD1\nDisableFullBright\n}\n\nBrightMap Sprite DRKVD2D8\n{\nMap BMDRKVD2\nDisableFullBright\n}\n\nBrightMap Sprite DRKVD3D7\n{\nMap BMDRKVD3\nDisableFullBright\n}\n\nBrightMap Sprite DRKVE1\n{\nMap BMDRKVE1\nDisableFullBright\n}\n\nBrightMap Sprite DRKVE2E8\n{\nMap BMDRKVE2\nDisableFullBright\n}\n\nBrightMap Sprite DRKVE3E7\n{\nMap BMDRKVE3\nDisableFullBright\n}\n\nBrightMap Sprite DRKVE4E6\n{\nMap BMDRKVE4\nDisableFullBright\n}\n\nBrightMap Sprite DRKVE5\n{\nMap BMDRKVE5\nDisableFullBright\n}\n\nBrightMap Sprite DRKVF1\n{\nMap BMDRKVF1\nDisableFullBright\n}\n\nBrightMap Sprite DRKVF2F8\n{\nMap BMDRKVF2\nDisableFullBright\n}\n\nBrightMap Sprite DRKVF3F7\n{\nMap BMDRKVF3\nDisableFullBright\n}\n\nBrightMap Sprite DRKVF4F6\n{\nMap BMDRKVF4\nDisableFullBright\n}\n\nBrightMap Sprite DRKVF5\n{\nMap BMDRKVF5\nDisableFullBright\n}\n\nBrightMap Sprite DRKVG1\n{\nMap BMDRKVG1\nDisableFullBright\n}\n\nBrightMap Sprite DRKVG2G8\n{\nMap BMDRKVG2\nDisableFullBright\n}\n\nBrightMap Sprite DRKVG3G7\n{\nMap BMDRKVG3\nDisableFullBright\n}\n\nBrightMap Sprite DRKVG4G6\n{\nMap BMDRKVG4\nDisableFullBright\n}\n\nBrightMap Sprite DRKVG5\n{\nMap BMDRKVG5\nDisableFullBright\n}\n\nBrightMap Sprite DRKVH1\n{\nMap BMDRKVH1\nDisableFullBright\n}\n\nBrightMap Sprite DRKVH2H8\n{\nMap BMDRKVH2\nDisableFullBright\n}\n\nBrightMap Sprite DRKVH3H7\n{\nMap BMDRKVH3\nDisableFullBright\n}\n\nBrightMap Sprite DRKVI1\n{\nMap BMDRKVI1\nDisableFullBright\n}\n\nBrightMap Sprite DRKVI2I8\n{\nMap BMDRKVI2\nDisableFullBright\n}\n\nBrightMap Sprite DRKVI3I7\n{\nMap BMDRKVI3\nDisableFullBright\n}\n\nBrightMap Sprite DRKVI4I6\n{\nMap BMDRKVI4\nDisableFullBright\n}\n\nBrightMap Sprite DRKVI5\n{\nMap BMDRKVI5\nDisableFullBright\n}\n\nBrightMap Sprite DRKVJ1\n{\nMap BMDRKVJ1\nDisableFullBright\n}\n\nBrightMap Sprite DRKVJ2J8\n{\nMap BMDRKVJ2\nDisableFullBright\n}\n\nBrightMap Sprite DRKVJ3J7\n{\nMap BMDRKVJ3\nDisableFullBright\n}\n\nBrightMap Sprite DRKVJ4J6\n{\nMap BMDRKVJ4\nDisableFullBright\n}\n\nBrightMap Sprite DRKVJ5\n{\nMap BMDRKVJ5\nDisableFullBright\n}\n\nBrightMap Sprite DRKVK1\n{\nMap BMDRKVK1\nDisableFullBright\n}\n\nBrightMap Sprite DRKVK2K8\n{\nMap BMDRKVK2\nDisableFullBright\n}\n\nBrightMap Sprite DRKVK3K7\n{\nMap BMDRKVK3\nDisableFullBright\n}\n\nBrightMap Sprite DRKVK4K6\n{\nMap BMDRKVK4\nDisableFullBright\n}\n\nBrightMap Sprite DRKVK5\n{\nMap BMDRKVK5\nDisableFullBright\n}\n\nBrightMap Sprite DRKVL0\n{\nMap BMDRKVL0\nDisableFullBright\n}\n\n// SniperRifleGuy\nPointlight SniperGuyAttack\n{\nColor 1.0 1.0 0.0\nSize 32\n}\n\nObject SniperRifleGuy\n{\nFrame ZSNPF { Light SniperGuyAttack }\n}"
      },
      {
        "source": "pk3",
        "name": "Readme.txt",
        "contents": "// XV117's Monster Expansion for BDv21 RC10\n// Fully Tested on Zandronum 3.0\n\nMonster Expansion by XV117 modified by BLOODWOLF\n\nOriginally intended to provide compatibility with the DOOM Tribute Project\nand other Tormentor667 maps without losing the quality of the gore, it is\ndesigned to expand the spawn preset designated by BDv21 and includes\na Random Spawner (separate) for use in normal maps such as\nextermination day, the vanilla maps of DOOM 1 and 2 or Final Doom or other\nMegaWads.\n\nWith new AI enhacement for Z-Spec Ops and Release of the new\n\"Monster Smart Reloading System\" for all Zombified Monsters.\n\nIt can also be used in custom maps since it is set to be used in editors of\nworlds such as GZDOOM Builder or map generators such as OBLIGE.\n\nNote: if you are going to use this in your custom maps do not attach it to your\nwad / pk3 since the constant updates of this add-on cause errors with previous\nversions, so do not do it to avoid complaints.\n\nCurrent Version: Release v1.2\n\nReview:\n\nThis Addon Expands the Original Monster Preset of Sergeant Mark IV's\nand fixes some maps that use Tormentor667 Monsters, Includes some\nmonsters such as: Chainsaw Zombie, Riot Sergeant, etc.\n\nYou Need:\n\nStrictly Brutal Doom v21 RC10\n\nIncludes:\n\nCompatibity Patch to work with Tomtefars Extension\n\nRandom Spawners for DOOM/Ultimate DOOM and DOOM2/Final DOOM Iwads\n\nMonsters:\n\n\tName\t\t\t-\tActor\t\t\t-\tID\n\nAracnorb\t\t\t-\tAracnorb\t\t-\t32183\nAssault Shotgun Zombie \t\t- \tASGGuy\t\t\t-\t32124\nBruiser Demon\t\t\t- \tBruiserDemon\t\t-\t3333\nZombie Chainsaw \t\t- \tChainsawZombie\t\t-\t3204\nCyber Baron (MiniCyberDemon)\t-\tCyberBaron\t\t-\t10000\nCyber Knight\t\t\t-\tCybruiser\t\t-\t30128\nCommon Dark Imp\t\t\t-\tDarkImp\t\t\t-\t3102\nNami Dark Imp\t\t\t-\tNamiDarkImp\t\t-\t3100\nNether Dark Imp\t\t\t-\tNetherDarkImp\t\t-\t11368\nVoid Dark Imp\t\t\t-\tVoidDarkImp\t\t-\t3101\nFleshSpawn\t\t\t-\tFleshspawn\t\t-\t10558\nHades Sphere\t\t\t-\tHS\t\t\t-\t30116\nDeath Incarnate\t\t\t-\tIncarnate\t\t-\t30115\nHeavy Weapons Major\t\t-\tMajor\t\t\t-\t3311\nZombie Minigun\t\t\t-\tMinigunGuy\t\t-\t31137\nPlasma Zombie\t \t\t- \tPlasmaZombie\t\t-\t3205\nPyro Demon\t \t\t- \tPyroDemon\t\t-\t30105\nPyro Sergeant\t \t\t- \tPyroSergeant\t\t-\t31497\nQuad-Shotgun Zombie \t\t- \tQuadShotgunZombie\t-\t32129\nRifle Commando\t \t\t- \tRifleCommando\t\t-\t31136\nRiot Shield Sergeant \t\t- \tRiotShieldGuy\t\t-\t8211\nSergeant Rocket Launcher \t- \tRocketGuy\t\t-\t3202\nSatyr\t\t\t\t-\tSatyr\t\t\t-\t3109\nShadow\t\t\t\t-\tShadow\t\t\t-\t3126\nSmoke Monster\t\t\t-\tSmokeMonster\t\t-\t32767\nSniper Zombie\t\t\t-\tSniperZombie\t\t-\t31133\nSuicide Bomber\t\t\t-\tSuicideBomber\t\t-\t22099\nSuper Demon\t\t\t-\tSuperDemon\t\t-\t31269\nSuper Shotgun Zombie\t\t-\tSuperShotgunZombie\t-\t23049\nDemonic Terminator\t\t-\tTerminatorDemon\t\t-\t30667\nTerminator Boss\t\t\t-\tTerminatorDemonBoss\t-\t30666\nTrite\t\t\t\t-\tD3Trite\t\t\t-\t20502\nWraith\t\t\t\t-\tD3Wraith\t\t-\t10077\nZ-Spec Ops\t\t\t-\tZSpecOps\t\t-\t24281\n\nThanks:\n\nPa1nk1ll3r - Brutal Sprites, Some Code, Project Brutality\nXV117 - Decorate, Smart Reloading System, Brutalized, Fatalized, Ajusted and Re-edited for BDv21 Beta\n\nSpecial Thanks to mryayayify for contribution for new sprites for Monsters Expansion."
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "//New Voices from Project Brutality\n\n//ZombieMan\n$random grunt/sight { grunt/sight1\ngrunt/sight2\ngrunt/sight3\ngrunt/sight4\ngrunt/sight5\ngrunt/sight6\ngrunt/sight7\ngrunt/sight8\ngrunt/sight9\ngrunt/sight10\ngrunt/sight11 }\n\ngrunt/sight1\tzomsit1\ngrunt/sight2\tzomsit2\ngrunt/sight3\tzomsit3\ngrunt/sight4\tzomsit4\ngrunt/sight5\tzomsit5\ngrunt/sight6\tzomsit6\ngrunt/sight7\tzomsit7\ngrunt/sight8\tzomsit8\ngrunt/sight9\tzomsit9\ngrunt/sight10\tzomsit10\ngrunt/sight11\tzomsit11\n\n$volume grunt/sight 0.80\n\n$random grunt/pain\n{ grunt/pain1\ngrunt/pain2\ngrunt/pain3\ngrunt/pain4\ngrunt/pain5\ngrunt/pain6\ngrunt/pain7\ngrunt/pain8\ngrunt/pain9\ngrunt/pain10\ngrunt/pain11 }\n\ngrunt/pain1\t\tzompn1\ngrunt/pain2\t\tzompn2\ngrunt/pain3\t\tzompn3\ngrunt/pain4\t\tzompn4\ngrunt/pain5\t\tzompn5\ngrunt/pain6\t\tzompn6\ngrunt/pain7\t\tzompn7\ngrunt/pain8\t\tzompn8\ngrunt/pain9\t\tzompn9\ngrunt/pain10\tzompn10\ngrunt/pain11\tzompn11\n\n$random grunt/death\n{ grunt/death1\ngrunt/death2\ngrunt/death3\ngrunt/death4\ngrunt/death5\ngrunt/death6\ngrunt/death7 }\n\ngrunt/death1\tzomdth1\ngrunt/death2\tzomdth2\ngrunt/death3\tzomdth3\ngrunt/death4\tzomdth4\ngrunt/death5\tzomdth5\ngrunt/death6\tzomdth6\ngrunt/death7\tzomdth7\n\n$random grunt/active { grunt/active1 grunt/active2 grunt/active3 grunt/active4 grunt/active5 NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING NOTHING }\ngrunt/active1\tzomact1\ngrunt/active2\tzomact2\ngrunt/active3\tzomact3\ngrunt/active4\tzomact4\ngrunt/active5\tzomact5\n\n$volume grunt/active 0.76\n\n//Commando\n$random commando/sight { ZCSIT1 ZCSIT2 ZCSIT3 ZCSIT4 }\nZCSIT1 ZCSIT1\nZCSIT2 ZCSIT2\nZCSIT3 ZCSIT3\nZCSIT4 ZCSIT4\nZCSIT5 ZCSIT5\n\n$random commando/pain { ZCPAIN1 ZCPAIN2 ZCPAIN3 ZCPAIN4 }\nZCPAIN1 ZCPAIN1\nZCPAIN2 ZCPAIN2\nZCPAIN3 ZCPAIN3\nZCPAIN4 ZCPAIN4\n\n$random commando/death { ZCDIE1 ZCDIE2 ZCDIE3 ZCDIE4 }\nZCDIE1 ZCDIE1\nZCDIE2 ZCDIE2\nZCDIE3 ZCDIE3\nZCDIE4 ZCDIE4\n\n$random commando/active { ZCI1 ZCI2 ZCI3 ZCI4 ZCI5 }\nZCI1 ZCI1\nZCI2 ZCI2\nZCI3 ZCI3\nZCI4 ZCI4\nZCI5 ZCI5\n\n//ZSPECOPS\n\n$Random ZSpecOps/Sight\t{ ZSPCSIG1 ZSPCSIG2 ZSPCSIG3 }\nZSPCSIG1\tZSPCSIG1\nZSPCSIG2\tZSPCSIG2\nZSPCSIG3\tZSPCSIG3\n$Random ZSpecOps/MGun\t{ ZSPCMGN1 ZSPCMGN2 }\nZSPCMGN1\tDSRAIFR1\nZSPCMGN2\tDSRAIFR2\n$Random ZSpecOps/Pain\t{ ZSPCPAI1 ZSPCPAI2 ZSPCPAI3 }\nZSPCPAI1\tZSPCPAI1\nZSPCPAI2\tZSPCPAI2\nZSPCPAI3\tZSPCPAI3\n$Random ZSpecOps/Death\t{ ZSPCDEA1 ZSPCDEA2 ZSPCDEA3 ZSPCDEA4 }\nZSPCDEA1\tZSPCDEA1\nZSPCDEA2\tZSPCDEA2\nZSPCDEA3\tZSPCDEA3\nZSPCDEA4\tZSPCDEA4\n$Limit ZSpecOps/MGun\t0\nCMGFIR SMGFIRE\nCMGSIL DSCMGSIL\n\n//Suicide Bomber\nsuicide/scream dssuscrm\nsuicide/sit dssusit\n\n//FleshSpawn\nflesh/sight\t\tflspnsit\nflesh/melee\t\tflspnatk\nflesh/pain\t\tflspnhit\nflesh/death\t\tflspndth\nflesh/active\t\tflspnact\n\n//DeathIncarnate\nmonster/incsit                dsincsit\nmonster/incdth                dsincdth\nmonster/incexp                dsincexp\nmonster/incact                dsincact\nmonster/incatk                dsincatk\nmonster/inchit                dsinchit\n\n//HadesSphere\nmonster/hadsit                dshadsit\nmonster/haddth                dshaddth\nmonster/hadexp                dshadexp\nmonster/hadtel                dshadtel\nmonster/hadwlk                dshadwlk\n\n//BruiserDemon\nsuperbaron/scream dssbsit\nsuperbaron/pain dssbpain\nsuperbaron/death dssbdth\nsuperbaron/act dssbact\n\n//PyroDemon\npyro/see BE-SEE\npyro/idle BE-IDLE\npyro/tele BE-TELE\npyro/pain DE_PAIN_\npyro/death BE-DEATH\npyro/blast DP_ATTAC\n\npyro/flame DSFLAMER\npyro/explosion DSPIPEX1\npyro/flamepoof DSHITW\n$limit pyro/flamepoof 0\npyro/blastexplosion DSFRBXPL\npyro/comet DSCMTLNC\npyro/cometdeath DSCMTEXP\npyro/bomb DSRDSHOT\npyro/bombhit DSRDHIT\n\n//Terminator\nmonster/termsit tsight\nmonster/termpin tpain1\nmonster/termdth tdeath\n\n$random Terminator/termact { termact1 termact2 }\ntermact1\t\tdsteract\ntermact2\t\tdsteact2\n$random Terminator/terstepA { terstep1 terstep2 }\nterstep1\t\t dststep1\nterstep2\t\t dststep2\nTerminator/terstepB dststep3\nTerminator/tershotA dstshot1\nTerminator/tershotB dstshot2\n\n//Wraith from DOOM 3\nD3Wraith/Sight\t3WRTSIGH\n$Random D3Wraith/Idle\t{ 3WRTIDL1 3WRTIDL2 3WRTIDL3 3WRTIDL4 }\n3WRTIDL1\t3WRTIDL1\n3WRTIDL2\t3WRTIDL2\n3WRTIDL3\t3WRTIDL3\n3WRTIDL4\t3WRTIDL4\n$Random D3Wraith/Active\t{ 3WRTACT1 3WRTACT2 }\n3WRTACT1\t3WRTACT1\n3WRTACT2\t3WRTACT2\n$Random D3Wraith/Attack\t{ 3WRTATK1 3WRTATK2 }\n3WRTATK1\t3WRTATK1\n3WRTATK2\t3WRTATK2\n$Random D3Wraith/Hit\t{ 3WRTHIT1 3WRTHIT2 3WRTHIT3 }\n3WRTHIT1\t3WRTHIT1\n3WRTHIT2\t3WRTHIT2\n3WRTHIT3\t3WRTHIT3\n$Random D3Wraith/Pain\t{ 3WRTPAI1 3WRTPAI2 3WRTPAI3 }\n3WRTPAI1\t3WRTPAI1\n3WRTPAI2\t3WRTPAI2\n3WRTPAI3\t3WRTPAI3\n$Random D3Wraith/Death\t{ 3WRTDEA1 3WRTDEA2 3WRTDEA3 3WRTDEA4 }\n3WRTDEA1\t3WRTDEA1\n3WRTDEA2\t3WRTDEA2\n3WRTDEA3\t3WRTDEA3\n3WRTDEA4\t3WRTDEA4\n\n//Satyr\nsatyr/sight dssatsit\n\nsatyr/death dssatdth\n\n//Trite\n$Random Trite/Sight { TRITSIG1 TRITSIG2 TRITSIG3 }\nTRITSIG1\t\tTRITSIG1\nTRITSIG2\t\tTRITSIG2\nTRITSIG3\t\tTRITSIG3\nTRITSIG4\t\tTRITSIG4\n$Random Trite/Active { TRITACT1 TRITACT2 TRITACT3 }\nTRITACT1\t\tTRITACT1\nTRITACT2\t\tTRITACT2\nTRITACT3\t\tTRITACT3\n$Random Trite/Attack { TRITATT1 TRITATT2 TRITATT3 }\nTRITATT1\t\tTRITATT1\nTRITATT2\t\tTRITATT2\nTRITATT3\t\tTRITATT3\n$Random Trite/MeleeHit { TRITHIT1 TRITHIT2 }\nTRITHIT1\t\tTRITHIT1\nTRITHIT2\t\tTRITHIT2\n$Random Trite/Step { TRITSTE1 TRITSTE2 TRITSTE3 TRITSTE4 }\nTRITSTE1\t\tTRITSTE1\nTRITSTE2\t\tTRITSTE2\nTRITSTE3\t\tTRITSTE3\nTRITSTE4\t\tTRITSTE4\nTrite/WebStart\t\tTRITWEB1\nTrite/WebEnd\t\tTRITWEB2\n$Random Trite/Pain { TRITPAI1 TRITPAI2 TRITPAI3 }\nTRITPAI1\t\tTRITPAI1\nTRITPAI2\t\tTRITPAI2\nTRITPAI3\t\tTRITPAI3\n$Random Trite/Death { TRITDEA1 TRITDEA2 TRITDEA3 }\nTRITDEA1\t\tTRITDEA1\nTRITDEA2\t\tTRITDEA2\nTRITDEA3\t\tTRITDEA3\n$Random Trite/Splat { TRITSPL1 TRITSPL2 }\nTRITSPL1\t\tTRITSPL1\nTRITSPL2\t\tTRITSPL2\n\n$Volume Trite/Sight 0.5\n$Volume Trite/Active 0.5\n$Volume Trite/Attack 0.5\n$Volume Trite/MeleeHit 0.5\n$Volume Trite/Pain 0.5\n$Volume Trite/Death 0.5\n$Volume Trite/Splat 0.5\n$Volume Trite/Step 0.2\n\n//RifleCommando\nOPNGRN OPNGRN\nweapons/pbarm dspiparm\n\n//QuadSuperShotgunZombie\nQSGFIRE1 QSGFIRE1\n\n//Aracnorb\naracnorb/sight\t\tdsaracst\naracnorb/death\t\tdsaracdt\naracnorb/attack\t\tdsaracfr\n\n//Cyber Baron\ncbaron/sight\tcbarnsit\ncbaron/pain\tcbarnpai\ncbaron/death\tcbarndth\ncbaron/active\tcbarnact\ncbaron/metal\tcmetal\n\n//Cyber Knight\nmonster/brusit dsbrusit\nmonster/brudth dsbrudth\n$random monster/bruwlk  { DSBRUWK1 DSBRUWK2 DSBRUWK3 DSBRUWK4 DSBRUWK5 }\nDSBRUWK1 DSBRUWK1\nDSBRUWK2 DSBRUWK2\nDSBRUWK3 DSBRUWK3\nDSBRUWK4 DSBRUWK4\nDSBRUWK5 DSBRUWK5\nmonster/brufir dsbrufir\nweapons/hellex dshellex\n\n//SuperDemon\nsuperdemon/death\tDSSUPDTH\nsuperdemon/snarl\tDSSUPSNA\nsuperdemon/crash\tDSSUPLND\n\n//SmokeMonster\nSmoke/See\t\tSSee\n\nSmoke/Tick \t\tSlop1\nSmoke/Die \t\tSDIE\nSmoke/Charge1\t\tscrg1\nSmoke/Charge2\t\tscrg2\n$random Smoke/Charge\t{ Smoke/Charge1  Smoke/Charge2 }\n\nSmoke/pain1\t\tSact1\nSmoke/pain2\t\tSact2\nSmoke/pain3\t\tSact3\nSmoke/pain4\t\tSact4\n$random Smoke/pain\t{ Smoke/pain1  Smoke/pain2 Smoke/pain3 Smoke/pain4 }\n\n//Dark Imps\n$random dimp/pain { DImppain1 DImppain2 DImppain3 }\nDImppain1 dimppn1\nDImppain2 dimppn2\nDImppain3 dimppn3\n\n$random dimp/active { dimpact1 dimpact2 dimpact3 }\ndimpact1 dimpact1\ndimpact2 dimpact2\ndimpact3 dimpact3\n\n$random dimp/death { dimpdth1 dimpdth2 dimpdth3 }\ndimpdth1 dimpdth1\ndimpdth2 dimpdth2\ndimpdth3 dimpdth3\n\n$random dimp/see { dimpsit1 dimpsit2 dimpsit3 }\ndimpsit1 dimpsit1\ndimpsit2 dimpsit2\ndimpsit3 dimpsit3\n\n//SniperRifleGuy\nSniperGuy/Fire\t\t\tSNPRFIRE\nSniperGuy/Reload\t\tSNPRRELD\nSniperGuy/Bulletloop\tSNPRFLY\n\n$Random SniperGuy/FleshHit { SNPRFHT1 SNPRFHT2 SNPRFHT3 }\nSNPRFHT1\tSNPRFHT1\nSNPRFHT2\tSNPRFHT2\nSNPRFHT3\tSNPRFHT3\n$Volume SniperGuy/FleshHit 0.4\n\n$Random SniperGuy/WallHit { SNPRWHT1 SNPRWHT2 SNPRWHT3 SNPRWHT4 }\nSNPRWHT1\tSNPRWHT1\nSNPRWHT2\tSNPRWHT2\nSNPRWHT3\tSNPRWHT3\nSNPRWHT4\tSNPRWHT4\n$Volume SniperGuy/WallHit 0.4"
      },
      {
        "source": "pk3",
        "name": "Actors/MonsterExpansion/Burn.txt",
        "contents": "actor DesintegratedHumanGreen : DesintegratedHuman\n{\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n    Spawn:\n\t   TNT1 AAAAA 0 A_CustomMissile (\"GreenGuts\", 24, 0, random (0, 360), 2, random (0, 160))\n\t   TNT1 AAAAAA 0 A_CustomMissile (\"GreenSuperGoreSpawner\", 30, 0, random (0, 360), 2, random (30, 60))\n\t   TNT1 A 0 A_CustomMissile (\"GreenBloodSplinter\", 0, 0, random (0, 360), 2, random (0, 35))\n\t   TNT1 AA 0 A_CustomMissile (\"XDeath2Green\", 0, 0, random (0, 360), 2, random (60, 90))\n\t   TNT1 AA 0 A_CustomMissile (\"XDeath3Green\", 0, 0, random (0, 360), 2, random (60, 90))\n\t   TNT1 A 0 A_SpawnItem(\"SplatteredGreenLarge\")\n\t   TNT1 A 0 A_SetAngle(random (0, 360))\n\t   TNT1 A 0 A_SpawnItemEx(\"SplatteredGreenLarge\", 32, 32)\n\t   TNT1 A 0 A_SpawnItemEx(\"SplatteredGreenLarge\", -32, -32)\n\t   TNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t   TNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t   TNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t   TNT1 AA 0 A_CustomMissile (\"GreenBloodmistBig\", 56, 0, random (0, 360), 2, random (60, 90))\n\t   TNT1 AAAAA 0 A_CustomMissile (\"GreenBloodmistExtraBig\", 56, 0, random (0, 360), 2, random (40, 90))\n       ID50 ABCDEF 7\n       Stop\n\t}\n}\n\nactor BurningDarkImp : BurningImp\n{\nStates\n\t{\n    Spawn:\n\t\tIZD4 CCC 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 DDD 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 CCC 3 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 DDD 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\n\t\tDRKS LLLL 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tDRKS MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 2 A_CustomMissile (\"FlameTrails\", 15, 0, random (0, 360), 2, random (50, 130))\n        DRKS MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 20 A_CustomMissile (\"SmallSmoke\", 25, 0, random (0, 360), 2, random (70, 110))\n        DRKS M -1\n\n    Stop\n\t}\n}\n\nactor BurningDarkImpGreen : BurningDarkImp\n{\n\tStates\n\t\t{\n\t\tSpawn:\n\t\tIZD4 CCC 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 DDD 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 CCC 3 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 DDD 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\n\t\tDRKF NNOO 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tDRKF PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 2 A_CustomMissile (\"FlameTrails\", 15, 0, random (0, 360), 2, random (50, 130))\n        DRKF PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 20 A_CustomMissile (\"SmallSmoke\", 25, 0, random (0, 360), 2, random (70, 110))\n        DRKF P -1\n\n    Stop\n\t}\n}\n\nACTOR BurningDarkImpRunning: BurningImpRunning\n{\n    States\n    {\n\tDeath:\n\tDeath.ExplosiveImpact:\n\t\t\tTNT1 A 0 A_Fall\n\t\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\t\tTNT1 A 0 A_SpawnItem(\"BurningDarkImp\")\n\t\t\tStop\n    }\n}\n\nACTOR BurningDarkImpRunningGreen: BurningDarkImpRunning\n{\n\tStates\n    {\n\tDeath:\n\tDeath.ExplosiveImpact:\n\t\t\tTNT1 A 0 A_Fall\n\t\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\t\tTNT1 A 0 A_SpawnItem(\"BurningDarkImpGreen\")\n\t\t\tStop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/MonsterExpansion/DyingGuys.txt",
        "contents": "ACTOR PlasmaZombiemanGotHisLegBlowed: DyingZombiemanNoArm\n{\n\t+usespecial\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n    ZMS4 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        ZMS4 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    ZMS4 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    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\tZMS4 D -1\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\tZMS4 D 6\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        ZMS4 D -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\tZMS4 D 6\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        ZMS4 D -1\n\t\tStop\n\n\t}\n}\n\nACTOR DyingHFQSZ : SwitchableDecoration\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 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+usespecial\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n\tStates\n\t{\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n\t\tActive:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n\t\tQPO6 B 8\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    TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tQPO6 A 10\n\tTNT1 A 0 A_Jump(160, \"Death\")\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        QPO6 BBBBB 2 A_CustomMissile (\"Brutal_LiquidBlood\", 15, 1, random(0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        QPO6 CCCCC 2 A_CustomMissile (\"Brutal_LiquidBlood\", 15, 1, random(0, 360), 2, random (0, 45))\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\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    QPO6 D 8\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadHFQSZ_NoArm\")\n\t\tStop\n\n    Death.Head:\n    Death.Decaptate:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\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        QZD4 A 10\n        TNT1 A 0 A_SpawnItem (\"DeadHFQSZ_NoHeadNoArm\", 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         QXXZ KL 15\n         TNT1 A 0 A_SpawnItem (\"DeadHFQSZ_NoArm\")\n\t\t 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\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 (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 (\"XDeathHFQSZArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHFQSZHead\", 32, 0, random (170, 190), 2, random (0, 40))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tZZD1 H -1\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_SpawnItem (\"HFQSZLastStand2\")\n\t\tStop\n\n\t}\n}\n\nACTOR DyingHFQSZNoLeg : SwitchableDecoration\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    +FLOORCLIP\n\t//+NOBLOCKMAP\n    +LOOKALLAROUND\n\t+FRIGHTENED\n\t+SOLID\n\t+FLOORCLIP\n\tdamagefactor \"Kick\", 6.0\n\tdamagefactor \"trample\", 2.0\n\tPainChance \"Kick\", 255\n\tdamagefactor \"Leg\", 0.0\n\t+usespecial\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\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\tQMAK ABA 6\n\tQMAM A 15\n\tGoto See\n\n\t\t\tDeath.Kick:\n\t\t\tDeath.SuperKick:\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(\"IsCurbstompingHFQSZ\", 1)\n        Stop\n\n\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n\t\tActive:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n\t\tQMAM A 8\n        Stop\n\n    Spawn:\n\tQMAM A 1 A_Look\n\tLoop\n    See:\n\t\tQMAM ABAB 10 A_Wander\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_LiquidBlood\", 2, 1, random(0, 360), 2, random (0, 45))\n        QMAM 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\", 15, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tGoto Death\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DeadHFQSZ_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\tBRZ3 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 3 A_CustomMissile(\"BurnParticles\", 5, 0, random (0, 360), 2, random (50, 130))\n\tTNT1 A 0 A_SpawnItem(\"100SmallFireFocusSpawnerz\")\n\tBRZ3 IIIIIIIIIIIIIIIII 10 A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\tBRZ3 I -1\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 (\"StompedHFQSZ\") // FIX\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_SpawnItem (\"HFQSZLastStand1\")\n\t\tStop\n\n\t}\n}\n\nACTOR DyingHFQSZLegBlewedOff: DyingHFQSZNoLeg\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 50\n\t-SOLID\n\t+SHOOTABLE\n\t+usespecial\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n\t\tActive:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n\t\tQPO3 D 8\n        Stop\n\n\tSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tQPO3 C 10\n\tTNT1 A 0 A_Jump(160, \"Death\")\n\tGoto Suffer\n\n\tSuffer:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        QPO3 DDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood\", 9, 1, random(0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        QPO3 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 10, 1, random(0, 360), 2, random (0, 45))\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\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    QPO3 GH 6\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadHFQSZ_NoLeg\")\n\t\tStop\n\n    Death.Head:\n    Death.Decaptate:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\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        QPO3 IJ 6\n        TNT1 A 0 A_SpawnItem (\"DeadHFQSZ_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         QXXZ KL 15\n         TNT1 A 0 A_SpawnItem (\"DeadHFQSZ_NoArm\")\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 (\"XDeathHFQSZArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHFQSZHead\", 32, 0, random (170, 190), 2, random (0, 40))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\n\nACTOR BrutalizedHFQSZ1 : SwitchableDecoration\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\tScale 1.0\n\t+usespecial\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n\t\tActive:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1) // FIX\n\t\tQZD1 A 8\n        Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathHFQSZArm1\", 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    QZD1 A 30\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedHFQSZStop\")\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    QZD1 B 16\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedHFQSZ2\")\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 (\"HFQSZXDeath\", 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 BrutalizedHFQSZStop: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nQZD2 ABCD 5 A_SpawnItem(\"brutal_FlyingBlood\",0,5,0,1)\nQZD3 D -1\n       Stop    }}\n\nACTOR BrutalizedHFQSZ2: BrutalizedHFQSZ1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    QZD1 B 30\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedHFQSZStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tQZD1 C 12\n\tTNT1 A 0 A_CustomMissile (\"XDeathHFQSZArm1\", 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 (\"BrutalizedHFQSZ3\")\n\t\tStop\n}}\n\nactor BrutalizedHFQSZStop2: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nQZD4 AB 6 A_SpawnItem(\"brutal_FlyingBlood\",0,5,0,1)\nQZD4 B -1\n       Stop    }}\n\nACTOR BrutalizedHFQSZ3: BrutalizedHFQSZ1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    QZD1 C 25\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedHFQSZStop3\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 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 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tQZD1 EFGH 6\n\t\tQZD1 H -1\n\t\tStop\n}}\n\nactor BrutalizedHFQSZStop3: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nQZD3 ABC 6 A_SpawnItem(\"brutal_FlyingBlood\",0,5,0,1)\nQZD3 C -1\n       Stop    }}\n\nACTOR StompedHFQSZ: CurbstompedMarine\n{Health 200 States{Spawn:\n        Q3CB F -1\n        Stop\tDeath:\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, 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, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n          Stop}}\n\n\tACTOR VeryFuckedUpBrutalizedHFQSZLeg: CurbstompedMarine\n{Health 200 States{Spawn:\n        IQ14 G -1\n        Stop\tDeath:\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, 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, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n          Stop}}\n\nACTOR BrutalizedHFQSZLeg: BrutalizedHFQSZ1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    QPO3 A 15\n\tGoto DieNow\n\n    DieNow:\n\tQPO3 BCD 5\n\tTNT1 A 0 A_SpawnItem (\"DeadHFQSZ_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 (\"XDeathHFQSZArm1\", 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    IQ14 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedHFQSZLeg\")\n\t\tStop\n}}\n\nACTOR HFQSZFatalizedByBaron: TeleportFog\n{\nRenderstyle Translucent\nAlpha 1.0\n\tStates\n\t{\n\tSpawn:\n\tQP3X BCD 8\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n    TNT1 A 0 A_SpawnItem (\"DeadHFQSZ_Half\", 1)\n\tStop\n}\n}\n\nACTOR HFQSZGotHisLegBlowed : SwitchableDecoration\n{\n\t+usespecial\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n\t+FLOORCLIP\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n    QPO3 D 1\n\tTNT1 A 0 A_Jump(160, \"GotoDeath\")\n\tGoto Suffer\n\tSuffer:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        QPO3 D 10\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t    QPO3 E 10\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\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\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    TNT1 A 0\n\t\tQPO3 GH 5\n\t    TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadHFQSZ_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\tTNT1 A 0 A_SpawnItem (\"DyingHFQSZNoLeg\")\n\tStop\n\n    Death.Head:\n    Death.Decaptate:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\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\t\tQPO3 IJ 5\n\n        TNT1 A 0 A_SpawnItem (\"DeadHFQSZ_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        QXXZ MN 10\n         TNT1 A 0 A_SpawnItem (\"DeadHFQSZ_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\t\tQPO3 E 8\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_SpawnItem (\"HFQSZLastStand1\")\n\t\tStop\n\n\t}\n}\n\nACTOR DyingDarkImpNoArm\n{\n\tGame Doom\n\tRadius 16\n\tHeight 32\n\tHealth 50\n\tdamagefactor \"killme\", 0.0\n\t\tPainSound \"dimp/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t//MONSTER\n\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n    D1S5 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        D1S5 BB 4 A_CustomMissile (\"brutal_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 B 5\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 CC 4 A_CustomMissile (\"brutal_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 C 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 BB 4 A_CustomMissile (\"brutal_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 B 5\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 CC 4 A_CustomMissile (\"brutal_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 C 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 BB 4 A_CustomMissile (\"brutal_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 B 5\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 CC 4 A_CustomMissile (\"brutal_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 C 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 BB 4 A_CustomMissile (\"brutal_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 B 5\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 CC 4 A_CustomMissile (\"brutal_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 C 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 BB 4 A_CustomMissile (\"brutal_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 B 5\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 CC 4 A_CustomMissile (\"brutal_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S5 C 5 A_Pain\n\n\t\tGoto Death\n\tDeath:\n\t    D1S5 D 8\n\t\tTNT1 A 0 A_SpawnItem (\"DeadDarkImp_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        D1S5 F 8\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        TNT1 A 0 A_SpawnItem (\"DeadDarkImp_NoArmNoHead\", 1)\nStop\n\n       XDeath:\n\t   Death.SSG:\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 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 (\"XDeath5\", 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 (\"DarkImpXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}\n}\n\nACTOR DyingDarkImpNoArmGreen : DyingDarkImpNoArm\n{\nTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n\tSuffer:\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 BB 4 A_CustomMissile (\"Green_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 B 5\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 CC 4 A_CustomMissile (\"Green_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 C 5 A_Pain\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 BB 4 A_CustomMissile (\"Green_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 B 5\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 CC 4 A_CustomMissile (\"Green_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 C 5 A_Pain\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 BB 4 A_CustomMissile (\"Green_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 B 5\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 CC 4 A_CustomMissile (\"Green_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 C 5 A_Pain\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 BB 4 A_CustomMissile (\"Green_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 B 5\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 CC 4 A_CustomMissile (\"Green_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 C 5 A_Pain\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 BB 4 A_CustomMissile (\"Green_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 B 5\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 CC 4 A_CustomMissile (\"Green_FlyingBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S5 C 5 A_Pain\n\tGoto Death\n\tDeath:\n\tD1S5 D 8\n\tTNT1 A 0 A_SpawnItem (\"DeadDarkImp_NoArmGreen\", 5)\n\tStop\n\tDeath.MINORHead:\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\tTNT1 A 0 A_SpawnItem(\"DarkImpHeadExplodeGreen\", 0, 30)\n\tTNT1 A 0 A_XScream\n\tTNT1 A 0 A_NoBlocking\n\tD1S5 F 8\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0 A_SpawnItem (\"DeadDarkImp_NoArmNoHeadGreen\", 1)\n\tStop\n\tDeath.Explosives:\n\tTNT1 A 0 A_XScream\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1Green\", 42, 0, random (170, 190), 2, random (10, 60))\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath3Green\", 42, 0, random (170, 190), 2, random (10, 60))\n\tTNT1 A 0 A_CustomMissile (\"XDeath5Green\", 42, 0, random (170, 190), 2, random (10, 60))\n\tTNT1 A 0 A_CustomMissile (\"XDeath4Green\", 42, 0, random (170, 190), 2, random (10, 60))\n\tTNT1 A 1 A_CustomMissile (\"DarkImpXDeathGreen\", 0, 0, random (0, 360), 2, random (0, 160))\n\tStop\n\t}\n}\n\nACTOR DarkImpDyingOfBloodLoss: NamiDarkImp\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    D1S8 E 1\n        D1S8 EFEFEFEFEFEFEFEFEFEFEFEF 10 A_SpawnItem (\"HeadshotTarget10\", 0, -9,0)\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    D1S8 GHIJ 5\n\t\tTNT1 A 0 A_SpawnItem (\"DeadDarkImpBloodLoss\", 5)\n\t\tStop\n}\n}\n\nACTOR DarkImpDyingOfBloodLossGreen: DarkImpDyingOfBloodLoss\n{\nTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n\tSpawn:\n\t    D1S8 E 1\n        D1S8 EFEFEFEFEFEFEFEFEFEFEFEF 10 A_SpawnItem (\"HeadshotTarget10\", 0, -9,0)\n\t\tGoto Colapse\n\n\tColapse:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tD1S8 GHIJ 5\n\tTNT1 A 0 A_SpawnItem (\"DeadDarkImpBloodLossGreen\", 5)\n\tStop\n\t}\n}\n\nACTOR DyingDarkImpNoLeg\n{\n\tGame Doom\n\tRadius 16\n\tHeight 32\n\tHealth 50\n\tPainSound \"dimp/pain\"\n\tPainChance 255\n\tMass 0x7FFFFFFF\n\t-SOLID\n\t+SHOOTABLE\n\tdamagefactor \"killme\", 0.0\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n    D1S4 D 1\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(192, \"Colapse\")\n\tGoto Suffer\n\tSuffer:\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 DD 4 A_SpawnItem (\"brutal_FlyingBlood\", 0, 10)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 D 5 A_Pain\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 FF 4 A_SpawnItem (\"brutal_FlyingBlood\", 0, 10)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 FF 5 A_Pain\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 DD 4 A_SpawnItem (\"brutal_FlyingBlood\", 0, 10)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 D 5 A_Pain\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 FF 4 A_SpawnItem (\"brutal_FlyingBlood\", 0, 10)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 FF 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 DD 4 A_SpawnItem (\"brutal_FlyingBlood\", 0, 10)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 D 5 A_Pain\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 FF 4 A_SpawnItem (\"brutal_FlyingBlood\", 0, 10)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 FF 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 DD 4 A_SpawnItem (\"brutal_FlyingBlood\", 0, 10)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 D 5 A_Pain\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 FF 4 A_SpawnItem (\"brutal_FlyingBlood\", 0, 10)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 FF 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 DD 4 A_SpawnItem (\"brutal_FlyingBlood\", 0, 10)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 D 5 A_Pain\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 FF 4 A_SpawnItem (\"brutal_FlyingBlood\", 0, 10)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 FF 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 DD 4 A_SpawnItem (\"brutal_FlyingBlood\", 0, 10)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 D 5 A_Pain\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 FF 4 A_SpawnItem (\"brutal_FlyingBlood\", 0, 10)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 FF 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 DD 4 A_SpawnItem (\"brutal_FlyingBlood\", 0, 10)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 D 5 A_Pain\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 FF 4 A_SpawnItem (\"brutal_FlyingBlood\", 0, 10)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        D1S4 FF 5 A_Pain\n\t\tGoto Colapse\n\tDeath:\n\t    TNT1 A 0 A_PlaySound(\"imp/death\")\n\t    D1S4 G 8\n\t\tTNT1 A 0 A_SpawnItem (\"DeadDarkImp_NoLeg\", 5)\n\t\tStop\n\n\tColapse:\n\t    D1S4 H 8\n\t\tTNT1 A 0 A_SpawnItem (\"DeadDarkImp_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_PlaySound(\"headex\", 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\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 36, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        D1S4 I 8\n        TNT1 A 0 A_SpawnItem (\"DeadDarkImp_NoLeg\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nStop\n}\n}\n\nACTOR DyingDarkImpNoLegGreen : DyingDarkImpNoLeg\n{\nTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n\tSpawn:\n    D1S4 D 1\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(192, \"Colapse\")\n\tGoto Suffer\n\tSuffer:\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 DD 4 A_SpawnItem (\"Green_FlyingBlood\", 0, 10)\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 D 5 A_Pain\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 FF 4 A_SpawnItem (\"Green_FlyingBlood\", 0, 10)\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 FF 5 A_Pain\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 DD 4 A_SpawnItem (\"Green_FlyingBlood\", 0, 10)\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 D 5 A_Pain\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 FF 4 A_SpawnItem (\"Green_FlyingBlood\", 0, 10)\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 FF 5 A_Pain\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 DD 4 A_SpawnItem (\"Green_FlyingBlood\", 0, 10)\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 D 5 A_Pain\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 FF 4 A_SpawnItem (\"Green_FlyingBlood\", 0, 10)\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 FF 5 A_Pain\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 DD 4 A_SpawnItem (\"Green_FlyingBlood\", 0, 10)\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 D 5 A_Pain\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 FF 4 A_SpawnItem (\"Green_FlyingBlood\", 0, 10)\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 FF 5 A_Pain\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 DD 4 A_SpawnItem (\"Green_FlyingBlood\", 0, 10)\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 D 5 A_Pain\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 FF 4 A_SpawnItem (\"Green_FlyingBlood\", 0, 10)\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 FF 5 A_Pain\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 DD 4 A_SpawnItem (\"Green_FlyingBlood\", 0, 10)\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 D 5 A_Pain\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 FF 4 A_SpawnItem (\"Green_FlyingBlood\", 0, 10)\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 FF 5 A_Pain\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 DD 4 A_SpawnItem (\"Green_FlyingBlood\", 0, 10)\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 D 5 A_Pain\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 FF 4 A_SpawnItem (\"Green_FlyingBlood\", 0, 10)\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n\tD1S4 FF 5 A_Pain\n\tGoto Colapse\n\tDeath:\n\tTNT1 A 0 A_PlaySound(\"imp/death\")\n\tD1S4 G 8\n\tTNT1 A 0 A_SpawnItem (\"DeadDarkImp_NoLegGreen\", 5)\n\tStop\n\n\tColapse:\n\tD1S4 H 8\n\tTNT1 A 0 A_SpawnItem (\"DeadDarkImp_NoLegGreen\", 5)\n\tStop\n\n\tDeath.Head:\n    Death.Decaptate:\n\tDeath.MINORHead:\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\tTNT1 A 0 A_PlaySound(\"headex\", 0)\n\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Brains6\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAA 0 A_CustomMissile (\"SmallGreenBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\tTNT1 AAAA 0 A_CustomMissile (\"SmallGreenBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"SuperWallGreenBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"Green_Blood\", 36, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_XScream\n\tTNT1 A 0 A_NoBlocking\n\tD1S4 I 8\n\tTNT1 A 0 A_SpawnItem (\"DeadDarkImp_NoLegGreen\", 1)\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tStop\n\t}\n}\n\nACTOR DyingDarkImp\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 65\n\t\tPainSound \"dimp/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\tdamagefactor \"killme\", 0.0\n\t//damagefactor \"Fatality\", 50.0\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n    D1S6 C 2\n\t//TNT1 A 0 A_Jump(160, \"Death\")\n\tGoto Suffer\n\tSuffer:\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 DDDDD 2 A_CustomMissile (\"brutal_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 D 2\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 EEEEE 2 A_CustomMissile (\"brutal_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 E 2 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 DDDDD 2 A_CustomMissile (\"brutal_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 D 2\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 EEEEE 2 A_CustomMissile (\"brutal_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 E 2 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 DDDDD 2 A_CustomMissile (\"brutal_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 D 2\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 EEEEE 2 A_CustomMissile (\"brutal_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 E 2 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 DDDDD 2 A_CustomMissile (\"brutal_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 D 2\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 EEEEE 2 A_CustomMissile (\"brutal_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 E 2 A_Pain\n\t\tGoto Death\n\tDeath:\n\t    D1S6 FG 8\n\t\tTNT1 A 1 A_SpawnItem (\"DeadDarkImp_NoStomach\", 5)\n\t\tStop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n\t\tDeath.ExtremePunches:\n\t\tPain.Fatality:\n\t\tTNT1 A 1 A_Facetarget\n        TNT1 A 0 A_NoBlocking\n        Stop\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        D1S6 JJJJJJJJJJJJJJJJJJJ 2 A_CustomMissile (\"brutal_FlyingBlood\", 32, 0, random (0, 360), 2, random (0, 45))\n\t\tD1S6 KKKK 2 A_CustomMissile (\"brutal_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tD1S6 LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 2 A_CustomMissile (\"brutal_FlyingBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        D1S6 L -1\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\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tIZD4 CCC 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 DDD 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 CCC 3 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 DDD 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tDRKS LLLL 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tDRKS MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 2 A_CustomMissile (\"FlameTrails\", 15, 0, random (0, 360), 2, random (50, 130))\n        DRKS MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 20 A_CustomMissile (\"SmallSmoke\", 25, 0, random (0, 360), 2, random (70, 110))\n        DRKS M -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\tTR0G A 2 A_CustomMissile (\"RipImp\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTR0G AAA 4 A_SpawnItem (\"MuchBlood\", 0, 30)\n\t    TR0G BCDEFGH 8\n       // TNT1 A 1 A_SpawnItem (\"DeadImp_Half\", 5)\n\t\tTROG H -1\n\t\tStop\n\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 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath5\", 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 (\"XDeathDarkImpArm1\", 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}\n}\n\nACTOR DyingDarkImpGreen : DyingDarkImp\n{\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n\tSpawn:\n\tSuffer:\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 DDDDD 2 A_CustomMissile (\"Green_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 D 2\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 EEEEE 2 A_CustomMissile (\"Green_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 E 2 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 DDDDD 2 A_CustomMissile (\"Green_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 D 2\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 EEEEE 2 A_CustomMissile (\"Green_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 E 2 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 DDDDD 2 A_CustomMissile (\"Green_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 D 2\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 EEEEE 2 A_CustomMissile (\"Green_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 E 2 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 DDDDD 2 A_CustomMissile (\"Green_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 D 2\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 EEEEE 2 A_CustomMissile (\"Green_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 34,0)\n        D1S6 E 2 A_Pain\n\t\tGoto Death\n\tDeath:\n\t    D1S6 FG 8\n\t\tTNT1 A 1 A_SpawnItem (\"DeadDarkImp_NoStomachGreen\", 5)\n\t\tStop\n    Death.MINORHead:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_SpawnItem(\"DarkImpHeadExplodeGreen\", 0, 30)\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        D1S6 JJJJJJJJJJJJJJJJJJJ 2 A_CustomMissile (\"Green_FlyingBlood\", 32, 0, random (0, 360), 2, random (0, 45))\n\t\tD1S6 KKKK 2 A_CustomMissile (\"Green_FlyingBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tD1S6 LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 2 A_CustomMissile (\"Green_FlyingBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        D1S6 L -1\n\t\tStop\n\n    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 (\"Green_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 (\"Green_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\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tIZD4 CCC 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 DDD 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 CCC 3 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tIZD4 DDD 2 A_CustomMissile (\"BurnParticles\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tDRKF NNOO 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tDRKF PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 2 A_CustomMissile (\"FlameTrails\", 15, 0, random (0, 360), 2, random (50, 130))\n        DRKF PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 20 A_CustomMissile (\"SmallSmoke\", 25, 0, random (0, 360), 2, random (70, 110))\n        DRKF P -1\n        Stop\n\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 (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tD1S7 A 2 A_CustomMissile (\"RipImpGreen\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tD1S7 AAA 4 A_SpawnItem (\"MuchBloodGreen\", 0, 30)\n\t    D1S7 BCDE 8\n       // TNT1 A 1 A_SpawnItem (\"DeadImp_Half\", 5)\n\t\tD1S7 E -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 AA 0 A_CustomMissile (\"XDeath1Green\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath5Green\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3Green\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Green_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Green_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallGreenBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallGreenBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathDarkImpArmGreen\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpHeadGreen\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"GreenSuperGoreSpawner\", 22, 0, random (170, 190), 2, random (0, 15))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tD2S2 EFGH 6\n\t\tD2S2 H -1\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n        Stop\n\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/MonsterExpansion/FrozenGuys.txt",
        "contents": "ACTOR FrozenAutoShotgunguy: FrozenZombieman\n{\nStates\n\t{\n\tSpawn:\n\t\tFZD2 A 200\n\t\tFZD2 A 2\n\t\tTNT1 A 0 A_PlaySound(\"ICEBRK1\")\n\t\tFZD2 A 50\n\t\tFZD2 B 2\n\t\tFZD2 A 50\n\t\tFZD2 B 2\n\t\tFZD2 A 50\n\t\tFZD2 B 2\n\t\tFZD2 A 25\n\t\tFZD2 B 2\n\t\tFZD2 A 25\n\t\tFZD2 B 2\n\t\tFZD2 A 10\n\t\tFZD2 B 2\n\t\tFZD2 A 10\n\t\tFZD2 B 2\n\t\tFZD2 A 10\n\t\tFZD2 BABABA 2\n\t\tGoto Death.Burn\n\t\tDeath.Fire:\n\t\tDeath.Flames:\n\t\tDeath.Burn:\n\t\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\t    TNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_spawnItem(\"ASGGuy\")\n\t    Stop\n\tDeath:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"MuchBlood\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"AssaultShotgun\")\n\tFZD2 C -1\n\t//FZD2 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)\n\tStop\n\tDeath.Freeze:\n\tDeath.Ice:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenAutoShotgunguy\")\n\tStop\n\t}\n}\n\nACTOR FrozenRifleCommando: FrozenZombieman\n{\nStates\n\t{\n\tSpawn:\n\t\tF5D4 A 200\n\t\tF5D4 A 2\n\t\tTNT1 A 0 A_PlaySound(\"ICEBRK1\")\n\t\tF5D4 A 50\n\t\tF5D4 B 2\n\t\tF5D4 A 50\n\t\tF5D4 B 2\n\t\tF5D4 A 50\n\t\tF5D4 B 2\n\t\tF5D4 A 25\n\t\tF5D4 B 2\n\t\tF5D4 A 25\n\t\tF5D4 B 2\n\t\tF5D4 A 10\n\t\tF5D4 B 2\n\t\tF5D4 A 10\n\t\tF5D4 B 2\n\t\tF5D4 A 10\n\t\tF5D4 BABABA 2\n\t\tGoto Death.Burn\n\t\tDeath.Fire:\n\t\tDeath.Flames:\n\t\tDeath.Burn:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\t    TNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_spawnItem(\"RifleCommando\")\n\t    Stop\n\tDeath:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"MuchBlood\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"RifleSpawner\")\n\tFZD3 C -1\n\t//FZD3 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)\n\tStop\n\tDeath.Freeze:\n\tDeath.Ice:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenRifleCommando\")\n\tStop\n\t}\n}\n\nACTOR FrozenCyberKnight: FrozenZombieman\n{\nRadius 24\nHeight 64\nHealth 25\nScale 1.1\nStates\n\t{\n\tSpawn:\n\t\tFBC1 A 200\n\t\tFBC1 A 2\n\t\tTNT1 A 0 A_PlaySound(\"ICEBRK1\")\n\t\tFBC1 A 50\n\t\tFBC1 B 2\n\t\tFBC1 A 50\n\t\tFBC1 B 2\n\t\tFBC1 A 50\n\t\tFBC1 B 2\n\t\tFBC1 A 25\n\t\tFBC1 B 2\n\t\tFBC1 A 25\n\t\tFBC1 B 2\n\t\tFBC1 A 10\n\t\tFBC1 B 2\n\t\tFBC1 A 10\n\t\tFBC1 B 2\n\t\tFBC1 A 10\n\t\tFBC1 BABABA 2\n\t\tGoto Death.Burn\n\t\tDeath.Fire:\n\t\tDeath.Flames:\n\t\tDeath.Burn:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\t    TNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_spawnItem(\"PhasicKnightX\")\n\t    Stop\n\tDeath:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 48, 0, random (0, 360), 2, random (0, 160))\n\tFBC1 C -1\n\t//FZD6 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)\n\tStop\n\tDeath.Freeze:\n\tDeath.Ice:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenCyberKnight\")\n\tStop\n\t}\n}\n\nACTOR FrozenCyberBaron: FrozenZombieman\n{\nRadius 24\nHeight 64\nHealth 25\nScale 1.25\nStates\n\t{\n\tSpawn:\n\t\tFBCY A 200\n\t\tFBCY A 2\n\t\tTNT1 A 0 A_PlaySound(\"ICEBRK1\")\n\t\tFBCY A 50\n\t\tFBCY B 2\n\t\tFBCY A 50\n\t\tFBCY B 2\n\t\tFBCY A 50\n\t\tFBCY B 2\n\t\tFBCY A 25\n\t\tFBCY B 2\n\t\tFBCY A 25\n\t\tFBCY B 2\n\t\tFBCY A 10\n\t\tFBCY B 2\n\t\tFBCY A 10\n\t\tFBCY B 2\n\t\tFBCY A 10\n\t\tFBCY BABABA 2\n\t\tGoto Death.Burn\n\t\tDeath.Fire:\n\t\tDeath.Flames:\n\t\tDeath.Burn:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\t    TNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_spawnItem(\"CyberBaron\")\n\t    Stop\n\tDeath:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 48, 0, random (0, 360), 2, random (0, 160))\n\tFBCY C -1\n\t//FZD6 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)\n\tStop\n\tDeath.Freeze:\n\tDeath.Ice:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenCyberBaron\")\n\tStop\n\t}\n}\n\nACTOR FrozenChaingunMajor: FrozenZombieman\n{\nStates\n\t{\n\tSpawn:\n\t\tC2FZ A 200\n\t\tC2FZ A 2\n\t\tTNT1 A 0 A_PlaySound(\"ICEBRK1\")\n\t\tC2FZ A 50\n\t\tC2FZ B 2\n\t\tC2FZ A 50\n\t\tC2FZ B 2\n\t\tC2FZ A 50\n\t\tC2FZ B 2\n\t\tC2FZ A 25\n\t\tC2FZ B 2\n\t\tC2FZ A 25\n\t\tC2FZ B 2\n\t\tC2FZ A 10\n\t\tC2FZ B 2\n\t\tC2FZ A 10\n\t\tC2FZ B 2\n\t\tC2FZ A 10\n\t\tC2FZ BABABA 2\n\t\tGoto Death.Burn\n\t\tDeath.Fire:\n\t\tDeath.Flames:\n\t\tDeath.Burn:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\t    TNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_spawnItem(\"Major\")\n\t    Stop\n\tDeath:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"MuchBlood\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"MachinegunSpawner\")\n\tFZD2 C -1\n\t//FZD3 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)\n\tStop\n\tDeath.Freeze:\n\tDeath.Ice:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenChaingunMajor\")\n\tStop\n\t}\n}\n\nACTOR FrozenQuadShotgunguy: FrozenZombieman\n{\nStates\n\t{\n\tSpawn:\n\t\tFZQ3 A 200\n\t\tFZQ3 A 2\n\t\tTNT1 A 0 A_PlaySound(\"ICEBRK1\")\n\t\tFZQ3 A 50\n\t\tFZQ3 B 2\n\t\tFZQ3 A 50\n\t\tFZQ3 B 2\n\t\tFZQ3 A 50\n\t\tFZQ3 B 2\n\t\tFZQ3 A 25\n\t\tFZQ3 B 2\n\t\tFZQ3 A 25\n\t\tFZQ3 B 2\n\t\tFZQ3 A 10\n\t\tFZQ3 B 2\n\t\tFZQ3 A 10\n\t\tFZQ3 B 2\n\t\tFZQ3 A 10\n\t\tFZQ3 BABABA 2\n\t\tGoto Death.Burn\n\t\tDeath.Fire:\n\t\tDeath.Flames:\n\t\tDeath.Burn:\n\t\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\t    TNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_spawnItem(\"QuadShotgunZombie\")\n\t    Stop\n\tDeath:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"MuchBlood\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"QSSGSpawner\")\n\tFZD2 C -1\n\t//FZD2 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)\n\tStop\n\tDeath.Freeze:\n\tDeath.Ice:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenQuadShotgunguy\")\n\tStop\n\t}\n}\n\nACTOR FrozenZSpecOp: FrozenZombieman\n{\nStates\n\t{\n\tSpawn:\n\t\tFZZ2 A 200\n\t\tFZZ2 A 2\n\t\tTNT1 A 0 A_PlaySound(\"ICEBRK1\")\n\t\tFZZ2 A 50\n\t\tFZZ2 B 2\n\t\tFZZ2 A 50\n\t\tFZZ2 B 2\n\t\tFZZ2 A 50\n\t\tFZZ2 B 2\n\t\tFZZ2 A 25\n\t\tFZZ2 B 2\n\t\tFZZ2 A 25\n\t\tFZZ2 B 2\n\t\tFZZ2 A 10\n\t\tFZZ2 B 2\n\t\tFZZ2 A 10\n\t\tFZZ2 B 2\n\t\tFZZ2 A 10\n\t\tFZZ2 BABABA 2\n\t\tGoto Death.Burn\n\t\tDeath.Fire:\n\t\tDeath.Flames:\n\t\tDeath.Burn:\n\t\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\t    TNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_spawnItem(\"ZSpecOps\")\n\t    Stop\n\tDeath:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"MuchBlood\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"SMGSpawner\")\n\tFZD2 C -1\n\t//FZD2 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)\n\tStop\n\tDeath.Freeze:\n\tDeath.Ice:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenZSpecOp\")\n\tStop\n\t}\n}\n\nACTOR FrozenPlasmaZombie: FrozenZombieman\n{\n\tHealth 25\n\tRadius 16\n\tHeight 52\n\t+SOLID\t+SHOOTABLE\t+NOBLOOD +PUSHABLE\n\tStates\n\t{\n\tSpawn:\n\t\tFZM2 A 200\n\t\tFZM2 A 2\n\t\tTNT1 A 0 A_PlaySound(\"ICEBRK1\")\n\t\tFZM2 A 50\n\t\tFZM2 B 2\n\t\tFZM2 A 50\n\t\tFZM2 B 2\n\t\tFZM2 A 50\n\t\tFZM2 B 2\n\t\tFZM2 A 25\n\t\tFZM2 B 2\n\t\tFZM2 A 25\n\t\tFZM2 B 2\n\t\tFZM2 A 10\n\t\tFZM2 B 2\n\t\tFZM2 A 10\n\t\tFZM2 B 2\n\t\tFZM2 A 10\n\t\tFZM2 BABABA 2\n\t\tGoto Death.Burn\n\t\tDeath.Fire:\n\t\tDeath.Flames:\n\t\tDeath.Burn:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\t    TNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_spawnItem(\"PlasmaZombie\")\n\t    Stop\n\tDeath:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"MuchBlood\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"AmmoCell\")\n\tFZD1 C -1\n\t//FZD1 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)\n\tStop\n\tDeath.Freeze:\n\tDeath.Ice:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenPlasmaZombie\")\n\tStop\n\t}\n}\n\nACTOR FrozenRiotShieldGuy: FrozenZombieman\n{\nStates\n\t{\n\tSpawn:\n\t\tFZ5D A 200\n\t\tFZ5D A 2\n\t\tTNT1 A 0 A_PlaySound(\"ICEBRK1\")\n\t\tFZ5D A 50\n\t\tFZ5D B 2\n\t\tFZ5D A 50\n\t\tFZ5D B 2\n\t\tFZ5D A 50\n\t\tFZ5D B 2\n\t\tFZ5D A 25\n\t\tFZ5D B 2\n\t\tFZ5D A 25\n\t\tFZ5D B 2\n\t\tFZ5D A 10\n\t\tFZ5D B 2\n\t\tFZ5D A 10\n\t\tFZ5D B 2\n\t\tFZ5D A 10\n\t\tFZ5D BABABA 2\n\t\tGoto Death.Burn\n\t\tDeath.Fire:\n\t\tDeath.Flames:\n\t\tDeath.Burn:\n\t\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t    TNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\t    TNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_spawnItem(\"RiotShieldGuy\")\n\t    Stop\n\tDeath:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_PlaySound (\"DSBOTTLE\")\n\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XIceChunk3\", 48, 0, random (0, 360), 2, random (40, 120))\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 48, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"MuchBlood\", 48, 0, random (0, 360), 2, random (0, 160))\n\tFZD2 C -1\n\t//FZD2 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.01)\n\tStop\n\tDeath.Freeze:\n\tDeath.Ice:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenRiotShieldGuy\")\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/MonsterExpansion/Gore.txt",
        "contents": "//=========================================================\n// XV117 Monster Expansion 1.2\n//\n// Main Gore Library\n//\n// Needed for Monsters\n//=========================================================\nACTOR ChainMajorXDeath\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\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 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 (\"Gib_HalfChaingunMajorNoArmNoHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"Guts\", 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 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 CyberNobleXDeath\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\n\t     TNT1 A 0 A_CustomMissile (\"XDeathCyberKnightTorso\", 32, 0, random (0, 360), 2, random (0, 160))\n\t     TNT1 A 0 A_CustomMissile (\"XDeathCyberKnightArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathCyberKnightLeg\", 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 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\t TNT1 A 1\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 RipHFQSZ\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 (\"XDeathHalfHFQSZ\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAA 0 A_CustomMissile (\"Guts2\", 32, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t    TNT1 A 0\n        Stop\n    }\n}\n\nACTOR HFQSZXDeath\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 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\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 (\"XDeathHFQSZArm1\", 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 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 A 0 A_CustomMissile (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"Guts\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHFQSZLeg2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHFQSZHead\", 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 XDeathHalfHFQSZ\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    +CLIENTSIDEONLY\n    +NOBLOCKMAP\n    +NOTELEPORT\n    States\n    {\n    Spawn:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tQP3X F 12\n\t\tLoop\n    Death:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n        QP3X F 1 A_SpawnItem(\"Gib_HalfHFQSZ\",0,0,0,1)\n        TNT1 A 0\n        Stop\n    }\n}\n\nactor Gib_HalfHFQSZ: BigGibBase\n{\n    States\n    {\n    Spawn:\nQP3X G 1900 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n       Loop\n    }\n}\n\nACTOR XDeathHalfChaingunMajorNoArmNoHead\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    +CLIENTSIDEONLY\n    +NOBLOCKMAP\n    +NOTELEPORT\n\tScale 1.55\n    States\n    {\n    Spawn:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\t4CH7 ABCDEFGH 4\n\t\tLoop\n    Death:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n        TNT1 AAA 0 A_SpawnItem(\"Blood\", 0, 5)\n\t\tTNT1 A 0 A_SpawnItem(\"Gib_HalfChaingunMajorNoArmNoHead\",0,0,0,1)\n        Stop\n    }\n}\n\nactor Gib_HalfChaingunMajorNoArmNoHead: BigGibBase\n{\nScale 1.55\n    States\n    {\n    Spawn:\n4CH7 I 2000\n       Loop\n\t}\n}\n\nACTOR XDeathCyberKnightArm: 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\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tG0RB ABCD 4 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    G0RB E 1\n        TNT1 A 0 A_SpawnItem (\"Gib_CyberKnightArm\", 1)\n        Stop\n    }\n}\n\nactor Gib_CyberKnightArm: LimbBase\n{\n    Scale 1.1\n    States\n    {\n    Spawn:\n        G0RB E 1900 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\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 (\"Brutal_FlyingBloodTrail\", 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\t}\n}\n\nACTOR XDeathCyberKnightLeg: 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\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tG0RA ABCD 4 A_CustomMissile (\"Brutal_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    G0RA A 1\n        TNT1 A 0 A_SpawnItem (\"Gib_CyberKnightLeg\", 1)\n\t\tStop\n    }\n}\n\nactor Gib_CyberKnightLeg: LimbBase\n{\n    Scale 1.1\n    States\n    {\n    Spawn:\n        G0RA A 1900 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\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 (\"Brutal_FlyingBloodTrail\", 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\t}\n}\n\nACTOR XDeathCyberKnightTorso: 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\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tG0RC 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\",0,0,0,1)\n\t    G0RC E 1\n        HNDC A 0 A_SpawnItem(\"Gib_CyberKnightTorso\",0,0,0,1)\n        Stop\n    }\n}\n\nactor Gib_CyberKnightTorso: LimbBase\n{\n    Scale 1.3\n    States\n    {\n    Spawn:\n        G0RC E 1900 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\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 (\"Brutal_FlyingBloodTrail\", 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\t}\n}\n\nACTOR XDeathHFQSZArm1\n{\n    Radius 8\n    Height 8\n    Scale 0.8\n\tSpeed 8\n\tMass 1\n    gravity 0.5\n\tDecal BrutalBloodSplat\n\tBounceFactor 0.4\n\tBounceCount 3\n\t+DOOMBOUNCE\n    +MOVEWITHSECTOR\n    +CLIENTSIDEONLY\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +MISSILE\n    seesound \"bloood\"\n    deathsound \"bloood\"\n    States\n    {\n    Spawn:\n        TNT1 A 0 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tQARM ABCDEFGH 5 A_CustomMissile (\"brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    QARM X 1\n        TNT1 A 0 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\n        QARM X 0 A_SpawnItem(\"Gib_HFQSZ_Arm\")\n        Stop\n    }\n}\n\nactor Gib_HFQSZ_Arm: LimbBase\n{\n    Scale 0.8\n    States\n    {\n    Spawn:\nQARM X 1900 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\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 (\"GibHFQSZHand\", 0, 0, random (0, 180), 2, random (0, 180))\n    TNT1 A 0 A_CustomMissile (\"GibHFQSZArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t    QARM XX 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHFQSZArm1Kicked\", 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\tQARM 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(0,50,0,1)\n\tQARM GH 3\n\tQARM ABCDEFGHABDCEFGHABCDEFGH 3 A_CheckFloor(\"Landz\")\n\tGoto Landz\n\tLandz:\n\tQARM X 0 A_SpawnItem(\"Gib_HFQSZ_Arm\")\n\tStop\n}}\n\nACTOR XDeathHFQSZArm1Kicked: XDeathArm1\n{\n+ACTIVATEMCROSS\n+ACTIVATEIMPACT\n+CANUSEWALLS\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t    QARM A 2\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t\tTNT1 A 0\n        TNT1 A 0 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tQARM ABCDEFGH 3 A_CustomMissile (\"brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tGoto Spawn+3\n\t}\n}\n\nactor GibHFQSZArmPart: TinyGib\n{\n    Scale 0.8\n    States\n    {\nSpawn:\nQARM Z 1\n       Loop\n    Death:\nQARM Z 1\n       Loop\n}}\n\nactor GibHFQSZHand: TinyGib\n{\n    Scale 0.8\n    States\n    {\nSpawn:\nQARM Y 1\n       Loop\n    Death:\nQARM Y 1\n       Loop\n}}\n\nACTOR XDeathHFQSZArm2: XDeathArm1\n{\n\tSpeed 10\n}\n\n// QSZ LEG\n\nACTOR XDeathHFQSZLeg1: XDeathHFQSZArm1\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\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tLEGQ ABCDEFGH 5 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\",0,0,0,1)\n\t    LEGQ A 1\n\t    LEGQ A 0 A_SpawnItem(\"Gib_HFQSZLeg\",0,0,0,1)\n        Stop\n    }\n}\n\nactor Gib_HFQSZLeg: LimbBase\n{\n    Scale 1.1\n    States\n    {\n    Spawn:\n\t    LEGQ A 1900 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\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 (\"GibHFQSZLegPart\", 0, 0, random (0, 180), 2, random (0, 180))\n    TNT1 A 0 A_CustomMissile (\"GibHFQSZBoot\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t    LEGQ A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHFQSZLeg1\", 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\tLEGQ 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\tLEGQ ABCDEFGH 5\n\tXDT5 I 0 A_SpawnItem(\"Gib_HFQSZLeg\")\n\tStop\n\n\t\t}}\n\nactor GibHFQSZLegPart: TinyGib\n{\n    Scale 1.1\n    States\n    {\nSpawn:\n\t    LEGQ Z 1\n       Loop\n    Death:\n\t    LEGQ Z 1\n       Loop\n}}\n\nactor GibHFQSZBoot: TinyGib\n{\n    Scale 1.1\n    States\n    {\nSpawn:\n\t    LEGQ Y 1\n       Loop\n    Death:\n\t    LEGQ Y 1\n       Loop\n}}\n\nACTOR XDeathHFQSZLeg2: XDeathHFQSZArm1\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\tLEGQ ABCDEFGH 5 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\",0,0,0,1)\n\t    LEGQ E 1\n\t    LEGQ A 0 A_SpawnItem(\"Gib_HFQSZLeg2\",0,0,0,1)\n        Stop\n    }\n}\n\nactor Gib_HFQSZLeg2: Gib_HFQSZLeg\n{\n    Scale 1.1\n    States\n    {\n    Spawn:\n\t    LEGQ E 1900 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\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 (\"GibHFQSZLegPart\", 0, 0, random (0, 180), 2, random (0, 180))\n    TNT1 A 0 A_CustomMissile (\"GibHFQSZBoot\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t    LEGQ A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHFQSZLeg1\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop}}\n\nACTOR XDeathHalfHFQSZDown\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    +CLIENTSIDEONLY\n    +NOBLOCKMAP\n    +NOTELEPORT\n    States\n    {\n    Spawn:\n        TNT1 A 0 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\n\t\tQZD1 G 12\n\t\tLoop\n    Death:\n        TNT1 A 0 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\n        QZD1 H 0 A_SpawnItem(\"GibHalfHFQSZDown\",0,0,0,1)\n        Stop\n    }\n}\n\nactor GibHalfHFQSZDown: BigGibBase\n{\n    States\n    {\n    Spawn:\n\t   QZD1 H 1900 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\n       Loop    }}\n\nactor HFQSZFatality1Aftermath: BigGibBase\n{\n    States\n    {\n    Spawn:\n\t   QZFT A 1900 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\n       Loop    }}\n\nactor GibHalfHFQSZ: BigGibBase\n{\n    States\n    {\n    Spawn:\nQP3X G 1900 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n       Loop    }}\n\nACTOR XDeathHFQSZHead: XDeathZombieManHead\n{\n    States\n    {\n\tSpawn:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tXHEQ ABCD 6\n\t\tLoop\n   \tDeath:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t    QHED A 1\n        QHED A 1 A_SpawnItem(\"HFQSZHead\",0,0,0,1)\n        Stop\n\n}\n}\n\nactor HFQSZHead: ZombieManHead\n{\n    States\n    {\n    Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tQHED A 1 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tQHED A -1\n        Stop\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\t\tHEDQ A -1\n        Stop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t    HEDQ AA 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHFQSZHead\", 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\tXHEQ 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(0,50,0,1)\n\tXHEQ ABCD 6\n\tXDT5 I 0 A_SpawnItem(\"HFQSZHead\")\n\tStop\n\n}}\n\nACTOR XDeathCyberKnightRipped: XDeathBullArm1\n{\n-CLIENTSIDEONLY\n    Scale 1.0\n\tSpeed 4\n    States\n    {\n\tSpawn:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tCP4L CC 6\n\t\tLoop\n   \tDeath:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t    CP4L D 1\n        CP4L D -1\n        Stop\n    }\n}\n\nACTOR XDeathCyberdemonHeadPiece: XDeathBullArm1\n{\n-CLIENTSIDEONLY\n+SKYEXPLODE\n    Scale 1.1\n    States\n    {\n\tSpawn:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tHEDC ABCDEFGH 5\n\t\tLoop\n   \tDeath:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t    HEDC A 1\n        HEDC A -1\n        Stop\n\t}\n}\n\nACTOR XDeathCyberdemonTorso1: XDeathBullArm1\n{\n-CLIENTSIDEONLY\n+SKYEXPLODE\n    Scale 1.1\n    States\n    {\n\tSpawn:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tTRC1 ABCDDDDDDDBCDD 5\n\t\tLoop\n   \tDeath:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t    TRC1 E 1\n        TRC1 E -1\n        Stop\n}\n}\n\nACTOR XDeathCyberdemonTorso2: XDeathBullArm1\n{\n-CLIENTSIDEONLY\n+SKYEXPLODE\n    Scale 1.1\n    States\n    {\n\tSpawn:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tTRC2 ABCDDDDDDDBCDD 5\n\t\tLoop\n   \tDeath:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t    TRC2 E 1\n        TRC2 E -1\n        Stop\n}\n}\n\nACTOR XDeathCyberdemonTorso3: XDeathBullArm1\n{\n-CLIENTSIDEONLY\n+SKYEXPLODE\n    Scale 1.1\n    States\n    {\n\tSpawn:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tTRC3 ABCDDDDDDDBCDD 5\n\t\tLoop\n   \tDeath:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t    TRC3 E 1\n        TRC3 E -1\n        Stop\n\t}\n}\n\nACTOR XDeathCyberdemonLeg1: XDeathBullArm1\n{\n-CLIENTSIDEONLY\n+SKYEXPLODE\n    Scale 1.1\n    States\n    {\n\tSpawn:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tLEG7 ABCDEFGH 5\n\t\tLoop\n   \tDeath:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t    LEG7 A 1\n        LEG7 A -1\n        Stop\n}\n}\n\nACTOR XDeathCyberdemonLeg2: XDeathBullArm1\n{\n-CLIENTSIDEONLY\n+SKYEXPLODE\n    Scale 1.1\n    States\n    {\n\tSpawn:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tLEG9 ABCDEFGH 5\n\t\tLoop\n   \tDeath:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t    LEG9 A 1\n        LEG9 A -1\n        Stop\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    +CLIENTSIDEONLY\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    +CLIENTSIDEONLY\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 DeadShotgunguyJustLegsAreLeft: DeadShotgunGuy1\n{\nHealth 300\n   States\n    {\n\tSpawn:\n        SZD1 H -1\n        Stop\n    }\n}\n\nACTOR DarkImpXDeath\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\tBounceType \"Doom\"\n\t+MISSILE\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +NOGRAVITY\n    +NOCLIP\n    +DONTSPLASH\n    States\n    {\n    Spawn:\n\tTNT1 AAAAAA 0 A_CustomMissile (\"brutal_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\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 (\"XDeathDarkImpArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathDarkImpArm2\", 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 (\"XDeathHalfDarkImpUpperPart32\", 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 (\"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 (\"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 (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"Guts\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathDarkImpLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathDarkImpHead1\", 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 DarkImpXDeathGreen : DarkImpXDeath\n{\n\tDecal GreenBloodSuper\n    Translation \"169:191=112:127\", \"16:47=123:127\"\n    States\n    {\n    Spawn:\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallGreenBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"GreenCeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpArmGreen\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpArm2Green\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHalfDarkImpUpperPart32Green\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2Green\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"xDeath2Green\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"xDeath3Green\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3Green\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath4Green\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathGutsGreen\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"GreenGuts\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpLegGreen\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpHeadGreen\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenBigBloodSpot\")\n\n\tDeath:\n\t    TNT1 A 0\n        Stop\n    }\n}\n\nACTOR RipImpGreen : RipImp\n{\n\tDecal GreenBloodSuper\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n    States\n    {\n    Spawn:\n        TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (10, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"GreenGuts2\", 32, 0, random (0, 360), 2, random (60, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 24, 0, random (0, 360), 2, random (10, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 24, 0, random (0, 360), 2, random (10, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfDarkImpGreen\", 40, 0, random (0, 360), 2, random (60, 70))\n\t\t TNT1 AAAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 24, 0, random (0, 360), 2, random (30, 90))\n\tDeath:\n\t    TNT1 A 0\n        Stop\n    }\n}\n\nACTOR XDeathGutsGreen : XDeathGuts\n{\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n    States\n    {\n\tSpawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        XME4 AAAABBBBCCCCDDDD 2\n        Loop\n\n    Death:\n\tTNT1 AAAAAAA 0 A_CustomMissile (\"Green_FlyingBloodFakeNoDecal\", 0, 0, random (0, 180), 2, random (0, 180))\n\tTNT1 A 0 A_QueueCorpse\n\tXME4 E 9009\n\tStop\n    }\n}\n\nACTOR XDeathDarkImpArm1: 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\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tD4S1 ABCDEFGH 5 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        TNT1 A 0 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\n\t    D4S1 A 1\n        D4S1 A 0 A_SpawnItem(\"Gib_DarkImpArm1\",0,0,0,1)\n        Stop\n    }\n}\n\nACTOR XDeathDarkImpArmGreen: XDeathDarkImpArm1\n{\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n    States\n    {\n    Spawn:\n\tTNT1 A 0 A_SpawnItem(\"Green_BloodSpot\",0,0,0,1)\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\tD4S1 ABCDEFGH 5 A_CustomMissile (\"Green_FlyingBloodFakeNoDecal\", 0, 0, random (0, 360), 2, random (0, 360))\n\tLoop\n\n\tDeath:\n\tTNT1 A 0 A_SpawnItem(\"Green_BloodSpot\",0,0,0,1)\n\tD4S1 A 1\n\tD4S1 A 0 A_SpawnItem(\"Gib_DarkImpArmGreen\",0,0,0,1)\n\tStop\n    }\n}\n\nACTOR XDeathDarkImpArm2: 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\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tD1S1 ABCDEFGH 5 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        TNT1 A 0 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\n\t    D1S1 I 1\n        D1S1 A 0 A_SpawnItem(\"Gib_DarkImpArm2\",0,0,0,1)\n        Stop\n    }\n}\n\nACTOR XDeathDarkImpArm2Green : XDeathDarkImpArm2\n{\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n    States\n    {\n\tSpawn:\n\tTNT1 A 0 A_SpawnItem(\"Green_BloodSpot\",0,0,0,1)\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\tD1S1 ABCDEFGH 5 A_CustomMissile (\"Green_FlyingBloodFakeNoDecal\", 0, 0, random (0, 360), 2, random (0, 360))\n\tLoop       Stop\n\tDeath:\n\tTNT1 A 0 A_SpawnItem(\"Green_BloodSpot\",0,0,0,1)\n\tD1S1 I 1\n\tD1S1 A 0 A_SpawnItem(\"Gib_DarkImpArm2Green\",0,0,0,1)\n\tStop\n    }\n}\n\nACTOR Gib_DarkImpArm1: LimbBase\n{\n    Scale 1.1\n    States\n    {\n    Spawn:\n        D4S1 A 0 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\n\t\tD4S1 I -1\n       Stop\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))\nStop\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t    D4S1 II 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpArm1\", 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\tD4S1 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(0,50,0,1)\n\tD4S1 A 5\n\tD4S1 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor(\"Landz\")\n\tGoto Landz\n\tLandz:\n\tXDT5 I 0 A_SpawnItem(\"Gib_DarkImpArm1\")\n\tStop\n}}\n\nACTOR Gib_DarkImpArmGreen: Gib_DarkImpArm1\n{\n    Translation \"169:191=112:127\", \"16:47=123:127\"\n    States\n    {\n    Spawn:\n\tD4S1 A 0 A_SpawnItem(\"Green_BloodSpot\",0,0,0,1)\n\tD4S1 I -1\n\tStop\n\n\tDeath:\n\tTNT1 AAAA 0 A_CustomMissile (\"Green_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\tStop\n\n\tDeath.SuperPunch:\n\tD4S1 II 1 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpArmGreen\", 5, 0, random (170, 190), 2, random (20, 40))\n\tStop\n\n\tLandz:\n\tXDT5 I 0 A_SpawnItem(\"Gib_DarkImpArmGreen\")\n\tStop\n\t}\n}\n\nACTOR Gib_DarkImpArm2: LimbBase\n{\n    Scale 1.1\n    States\n    {\n    Spawn:\n        D1S1 A 0 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\n\t\tD1S1 A -1\n       Stop\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))\nStop\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t    D4S1 AA 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpArm2\", 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\tD1S1 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(0,50,0,1)\n\tD1S1 A 5\n\tD1S1 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor(\"Landz\")\n\tGoto Landz\n\tLandz:\n\tXDT5 I 0 A_SpawnItem(\"Gib_DarkImpArm2\")\n\tStop\n}}\n\nACTOR Gib_DarkImpArm2Green : Gib_DarkImpArm2\n{\n    Translation \"169:191=112:127\", \"16:47=123:127\"\n    States\n    {\n\tSpawn:\n\tD1S1 A 0 A_SpawnItem(\"Green_BloodSpot\",0,0,0,1)\n\tD1S1 A -1\n\tStop\n\tDeath:\n\tTNT1 AAAA 0 A_CustomMissile (\"Green_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\tStop\n\tDeath.SuperPunch:\n\tD4S1 AA 1 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpArm2Green\", 5, 0, random (170, 190), 2, random (20, 40))\n\tStop\n\tLandz:\n\tXDT5 I 0 A_SpawnItem(\"Gib_DarkImpArm2Green\")\n\tStop\n\t}\n}\n\nACTOR XDeathDarkImpLeg: 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\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tD1S3 ABCDEFGH 5 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\",0,0,0,1)\n\t    D1S3 A 1\n        D1S3 A 0 A_SpawnItem(\"Gib_DarkImpLeg\",0,0,0,1)\n        Stop\n\n    }\n}\n\nACTOR XDeathDarkImpLegGreen : XDeathDarkImpLeg\n{\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n    States\n    {\n    Spawn:\n        TNT1 A 0 A_SpawnItem(\"Green_BloodSpot\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tD1S3 ABCDEFGH 5 A_CustomMissile (\"Green_FlyingBloodFakeNoDecal\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n        TNT1 A 0 A_SpawnItem(\"Green_BloodSpot\",0,0,0,1)\n\t    D1S3 A 1\n        D1S3 A 0 A_SpawnItem(\"Gib_DarkImpLegGreen\",0,0,0,1)\n        Stop\n    }\n}\n\nACTOR Gib_DarkImpLeg: LimbBase\n{\n    Scale 1.1\n    States\n    {\n    Spawn:\nD1S3 A 0 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\nD1S3 A -1\n       Stop\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    D1S3 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\tD1S3 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\tD1S3 A 5\n\tD1S3 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor(\"Landz\")\n\tGoto Landz\n\tLandz:\n\tD1S3 I 0 A_SpawnItem(\"Gib_DarkImpLeg\")\n\tStop\n}}\n\nACTOR Gib_DarkImpLegGreen: Gib_DarkImpLeg\n{\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n\tSpawn:\n\tD1S3 A 0 A_SpawnItem(\"Green_BloodSpot\",0,0,0,1)\n\tD1S3 A -1\n\tStop\n\tDeath:\n\tTNT1 AAAA 0 A_CustomMissile (\"Green_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\tStop\n\tDeath.SuperPunch:\n\tD1S3 A 1 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpLegGreen\", 5, 0, random (170, 190), 2, random (20, 40))\n\tStop\n\tLandz:\n\tD1S3 I 0 A_SpawnItem(\"Gib_DarkImpLegGreen\")\n\tStop\n\t}\n}\n\nACTOR XDeathDarkImpHead1: XDeathZombieManHead\n{\n    States\n    {\n\tSpawn:\n        TNT1 A 0 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tD1S0 ABCD 6\n\t\tLoop\n   \tDeath:\n        TNT1 A 0 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\n\t    D1S0 E 1\n        D1S0 E 1 A_SpawnItem(\"DarkImpHead1\",0,0,0,1)\n        Stop\n}\n}\n\nACTOR XDeathDarkImpHeadGreen: XDeathDarkImpHead1\n{\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n    States\n    {\n\tSpawn:\n        TNT1 A 0 A_SpawnItem(\"Green_BloodSpot\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tD1S0 ABCD 6\n\t\tLoop\n   \tDeath:\n        TNT1 A 0 A_SpawnItem(\"Green_BloodSpot\",0,0,0,1)\n\t    D1S0 E 1\n        D1S0 E 1 A_SpawnItem(\"DarkImpHeadGreen\",0,0,0,1)\n        Stop\n\t}\n}\n\nACTOR DarkImpHead1: ZombieManHead\n{\n    States\n    {\n    Spawn:\nD1S0 E 0 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\nD1S0 E -1\n       Stop\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\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains6\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 1, 0, random (0, 360), 2, random (0, 160))\n        Stop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\tDeath.SuperKick:\n\t    D1S0 EE 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpHead1\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\t\t\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tD1S0 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(0,50,0,1)\n\tD1S0 ABCDABCD 6\n\tXDT5 I 0 A_SpawnItem(\"DarkImpHead1\")\n\tStop\n\n}}\n\nACTOR DarkImpHeadGreen : DarkImpHead1\n{\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n    States\n    {\n\tSpawn:\n\tD1S0 E 0 A_SpawnItem(\"Green_BloodSpot\",0,0,0,1)\n\tD1S0 E -1\n\tStop\n\tDeath:\n\tTNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBloodFakeNoDecal\", 0, 0, random (0, 360), 2, random (60, 140))\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 1, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Brains3\", 1, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Brains6\", 1, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Brains7\", 1, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"SmallGreenBrainPiece\", 1, 0, random (0, 360), 2, random (0, 160))\n\tStop\n\tDeath.SuperKick:\n\tD1S0 EE 1 A_FaceTarget\n\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpHeadGreen\", 5, 0, random (170, 190), 2, random (20, 40))\n\tStop\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\tD1S0 ABCDABCD 6\n\tXDT5 I 0 A_SpawnItem(\"DarkImpHeadGreen\")\n\tStop\n\t}\n}\n\nACTOR DarkImpHeadExplodeGreen: ImpHeadExplode\n{\nTranslation \"169:191=112:127\", \"16:47=123:127\"\n    States\n    {\n    Spawn:\n\t    TNT1 A 0\n\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t    TNT1 AAA 0 A_CustomMissile (\"GreenBloodMist\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"GreenBloodMistSpray\", 0, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Green_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 (10, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains6\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"BrainsImpHeadPieceGreen\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallGreenBrainPieceFast\", 0, 0, random (0, 360), 2, random (10, 20))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallGreenBrainPiece\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Teeth\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1Green\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 10, 0, random (0, 360), 2, random (50, 90))\n\t\tTNT1 A 10\n\t     Stop\n\t}\n}\n\nACTOR BrainsImpHeadPieceGreen : BrainsImpHeadPiece //White skinned piece 1\n{\nTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\tBR7N E 4 A_CustomMissile (\"Green_FlyingBloodFakeNoDecal\", 0, 0, random (0, 360), 2, random (0, 360))\n\tLoop\n    }\n}\n\nACTOR XDeathDarkImpHead2: XDeathZombieManHead\n{\n    States\n    {\n\tSpawn:\n        TNT1 A 0 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tD1S0 ABCD 6\n\t\tLoop\n   \tDeath:\n        TNT1 A 0 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\n\t    D1S0 E 1\n        D1S0 E 1 A_SpawnItem(\"DarkImpHead2\",0,0,0,1)\n        Stop\n}\n}\n\nACTOR DarkImpHead2: ZombieManHead\n{\n    States\n    {\n    Spawn:\nD1S0 E 0 A_SpawnItem(\"brutal_BloodSpot\",0,0,0,1)\nD1S0 E -1\n       Stop\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\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains6\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 1, 0, random (0, 360), 2, random (0, 160))\n        Stop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\tDeath.SuperKick:\n\t    D1S0 EE 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpHead2\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\t\t\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tD1S0 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(0,50,0,1)\n\tD1S0 ABCDABCD 6\n\tXDT5 I 0 A_SpawnItem(\"DarkImpHead2\")\n\tStop\n\n}}\n\nACTOR XDeathHalfDarkImp\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\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n        D4S9 A 12 A_CustomMissile(\"brutal_FlyingBloodTrail\",0,0,180,2)\n        Loop\n    Death:\n        TNT1 A 0 A_SpawnItem(\"MediumBloodSpot\",0,0,0,1)\n        D4S9 A 0 A_SpawnItem(\"HalfDarkImpGib\",0,0,0,1)\n        Stop\n    }\n}\n\nACTOR XDeathHalfDarkImpGreen : XDeathHalfDarkImp\n{\n\tDecal GreenBloodSplat\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n    States\n    {\n    Spawn:\n        TNT1 A 0 A_SpawnItem(\"Green_BloodSpot\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n        D4S9 A 12 A_CustomMissile(\"Green_FlyingBloodTrail\",0,0,180,2)\n        Loop\n    Death:\n        TNT1 A 0 A_SpawnItem(\"GreenMediumBloodSpot\",0,0,0,1)\n        D4S9 A 0 A_SpawnItem(\"HalfDarkImpGibGreen\",0,0,0,1)\n        Stop\n    }\n}\n\nactor HalfDarkImpGib: BigGibBase\n{\n    States\n    {\n    Spawn:\n\tD4S9 A -1\n       Loop    }}\n\nactor HalfDarkImpGibGreen : HalfDarkImpGib\n{\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n    States\n    {\n    Spawn:\n\tD4S9 A -1\n       Loop\n\t}\n}\n\nACTOR XDeathHalfDarkImpUpperPart32\n{\n    Radius 2\n    Height 2\n    Scale 1.1\n\tSpeed 12\n\tGravity 0.3\n\tMass 4\n\tDecal BrutalBloodSplat\n\tBounceFactor 0.2\n\t+MISSILE\n    +MOVEWITHSECTOR\n    +CLIENTSIDEONLY\n    +NOBLOCKMAP\n    +NOTELEPORT\n    States\n    {\n    Spawn:\n        //TNT1 A 0 A_SpawnItem(\"Brutal_LiquidBlood\",0,0,0,1)\n\t\tD1S2 ABCDEFGH 3 A_CustomMissile(\"brutal_Flyingblood\",0,0,0,1)\n\t\tLoop\n    Death:\n        TNT1 A 0 A_SpawnItem(\"MediumBloodSpot\",0,0,0,1)\n\t\tTNT1 AAA 0 A_spawnItem(\"Blood\", 0, 10)\n        D1S2 I 1 A_SpawnItem(\"Gib_HalfDarkImpUpperPart32\",0,0,0,1)\n        TNT1 A 0\n        Stop\n    }\n}\n\nACTOR XDeathHalfDarkImpUpperPart32Green : XDeathHalfDarkImpUpperPart32\n{\n\tDecal GreenBloodSplat\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n    States\n    {\n    Spawn:\n\t\tD1S2 ABCDEFGH 3 A_CustomMissile(\"Green_Flyingblood\",0,0,0,1)\n\t\tLoop\n    Death:\n        TNT1 A 0 A_SpawnItem(\"GreenMediumBloodSpot\",0,0,0,1)\n\t\tTNT1 AAA 0 A_spawnItem(\"Green_Blood\", 0, 10)\n        D1S2 I 1 A_SpawnItem(\"Gib_HalfDarkImpUpperPart32Green\",0,0,0,1)\n        TNT1 A 0\n        Stop\n    }\n}\n\nactor Gib_HalfDarkImpUpperPart32: BigGibBase\n{\n\tdamagefactor \"ExplosiveImpact\", 5.0\n\tMass 10\n    States\n    {\n    Spawn:\nD1S2 I 1\nD1S2 I -1\n       Stop\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\tD1S2 ABCDEFGH 3 A_CheckFloor(\"Land\")\n\t\tLoop\n\tLand:\n\t\tD1S2 I 1 A_SpawnItem(\"Gib_HalfDarkImpUpperPart32\",0,0,0,1)\n\t\tStop }}\n\nactor Gib_HalfDarkImpUpperPart32Green: Gib_HalfDarkImpUpperPart32\n{\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n\tLand:\n\tD1S2 I 1 A_SpawnItem(\"Gib_HalfDarkImpUpperPart32Green\",0,0,0,1)\n\tStop\n\t}\n}\n\n//BRUTALIZATIONS\n\nACTOR BrutalizedDarkImp1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 20\n\tPainSound \"grunt/pain\"\n\tPainChance 255\n\tMass 0x7FFFFFFF\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 (\"XDeathDarkImpArm1\", 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    D2S2 A 40\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedDarkImpStop\")\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    D2S2 B 16\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedDarkImp2\")\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 (\"DarkImpXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n        Stop\n}}\n\nActor BrutalizedDarkImpGreen : BrutalizedDarkImp1\n{\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpArmGreen\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n    D2S2 A 40\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedDarkImpStopGreen\")\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 (\"SmallGreenBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallGreenBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallGreenBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"Green_Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t    D2S2 B 16\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedDarkImp2Green\")\n\t\tStop\n\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_CustomMissile (\"DarkImpXDeathGreen\", 0, 0, random (0, 360), 2, random (0, 160))\n        Stop\n\t}\n}\n\nactor BrutalizedDarkImpStop: 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\tDamageFactor \"SuperKick\", 10.0\n    States\n    {\n    Spawn:\nD2S3 ABC 5 A_SpawnItem(\"brutal_FlyingBlood\",0,5,0,1)\nD2S3 C -1\n       Stop\n\n\tDeath.Fatality:\n    Death.Melee:\n\tDeath.Kick:\n\tDeath.SuperKick:\n\tDeath.Extremepunches:\n         TNT1 A 0\n         TNT1 A 0\n        TNT1 A 0 ThrustThingZ(0,30,0,1)\n         TNT1 A 1 A_SpawnItem (\"BrutalizedDarkImpStop\", 5)\n\t\t Stop\n\t   }}\n\nactor BrutalizedDarkImpStopGreen: BrutalizedDarkImpStop\n{\n    Translation \"169:191=112:127\", \"16:47=123:127\"\n    States\n    {\n    Spawn:\n\tD2S3 ABC 5 A_SpawnItem(\"Green_FlyingBlood\",0,5,0,1)\n\tD2S3 C -1\n\tStop\n\tDeath.Extremepunches:\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\tTNT1 A 1 A_SpawnItem (\"BrutalizedDarkImpStopGreen\", 5)\n\tStop\n\t}\n}\n\nACTOR BrutalizedDarkImp2: BrutalizedDarkImp1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    D2S2 B 30\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedDarkImpStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpArm1\", 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\tD2S2 C 16\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedDarkImp3\")\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\nACTOR BrutalizedDarkImp2Green: BrutalizedDarkImp2\n{\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    D2S2 B 30\n\tGoto DieNow\n\tDieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedDarkImpStop2Green\")\n\tStop\n\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpArmGreen\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0\n\tD2S2 C 16\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedDarkImp3Green\")\n\tStop\n\t}\n}\n\nactor BrutalizedDarkImpStop2: BrutalizedDarkImpStop\n{\n    States\n    {\n    Spawn:\nD2S4 ABC 6 A_SpawnItem(\"brutal_FlyingBlood\",0,5,0,1)\nD2S4 C -1\n       Stop\n\n\tDeath.Fatality:\n    Death.Melee:\n\tDeath.Kick:\n\tDeath.SuperKick:\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 BrutalizedDarkImpStop2Green: BrutalizedDarkImpStop2\n{\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n    {\n    Spawn:\n\tD2S4 ABC 6 A_SpawnItem(\"Green_FlyingBlood\",0,5,0,1)\n\tD2S4 C -1\n\tStop\n\n\tDeath.Extremepunches:\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\tD2S3 A 7\n\tTNT1 A 1 A_SpawnItem (\"BrutalizedDarkImpStop2Green\", 5)\n\tStop\n\t}\n}\n\nACTOR BrutalizedDarkImp3: BrutalizedDarkImp1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    D2S2 C 25\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedDarkImpStop3\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n        TNT1 AA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tD2S2 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tD2S2 H -1\n\t\tStop\n}}\n\nACTOR BrutalizedDarkImp3Green: BrutalizedDarkImp3\n{\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedDarkImpStop3Green\")\n\tStop\n\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\tD2S2 EFGH 6\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tD2S2 H -1\n\tStop\n\t}\n}\n\nactor BrutalizedDarkImpStop3: BrutalizedDarkImpStop\n{\n    States\n    {\n    Spawn:\nD2S4 ABC 6 A_SpawnItem(\"brutal_FlyingBlood\",0,5,0,1)\nD2S4 C -1\n       Stop\n\n\t Death.Fatality:\n    Death.Melee:\n\tDeath.Kick:\n\tDeath.SuperKick:\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         D2S4 B 7\n         TNT1 A 1 A_SpawnItem (\"BrutalizedDarkImpStop3\", 5)\n\t\t Stop}}\n\nactor BrutalizedDarkImpStop3Green: BrutalizedDarkImpStop3\n{\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n    States\n    {\n    Spawn:\n\tD2S4 ABC 6 A_SpawnItem(\"Green_FlyingBlood\",0,5,0,1)\n\tD2S4 C -1\n\tStop\n\n\tDeath.Extremepunches:\n\tTNT1 A 0\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,15,0,1)\n\tTNT1 A 0 A_FaceTarget\n\tD2S4 B 7\n\tTNT1 A 1 A_SpawnItem (\"BrutalizedDarkImpStop3Green\", 5)\n\tStop\n\t}\n}\n\nACTOR DarkImpBrutalizedWithNoLeg\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 20\n\tPainSound \"grunt/pain\"\n\tPainChance 255\n\tMass 0x7FFFFFFF\n\t-SOLID\n\t+SHOOTABLE\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\tD1S4 A 30\n\tGoto DieNow\n\n    DieNow:\n\tD1S4 BC 8\n    D1S4 DE 8\n\tTNT1 A 0 A_SpawnItem (\"DeadDarkImp_NoLeg\")\n\tStop\n\n\tDeath:\n\t\tTNT1 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 (\"XDeathDarkImpArm1\", 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 (\"XDeathDarkImpLeg\", 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    D3S1 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tTNT1 A 0 A_SpawnItem (\"ThisDarkImpGotFuckedHard\")\n\t\tStop\n}}\n\nACTOR DarkImpBrutalizedWithNoLegGreen : DarkImpBrutalizedWithNoLeg\n{\n\tTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n\tDieNow:\n\tD1S4 BC 8\n\tD1S4 DE 8\n\tTNT1 A 0 A_SpawnItem (\"DeadDarkImp_NoLegGreen\")\n\tStop\n\n\tDeath:\n\tTNT1 A 0\n\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Brains6\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAA 0 A_CustomMissile (\"SmallGreenBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\tTNT1 AAAA 0 A_CustomMissile (\"SmallGreenBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"SuperWallGreenBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\tTNT1 AAAAAAA 0 A_CustomMissile (\"Green_Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpArmGreen\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathDarkImpLegGreen\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\tD3S1 ABCDEF 5\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\tTNT1 A 0 A_SpawnItem (\"ThisDarkImpGotFuckedHardGreen\")\n\tStop\n\t}\n}\n\nActor DeadDarkImp_Slumped: ZombiemanTorso\n{\n+NOPAIN\nHealth 200\nDamageFactor \"Head\", 15.0\nHeight 22\nRadius 6\nStates{Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(6)\n\t\tBR96 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\tBR96 A 16\n        Loop\n\tLayDown:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"DeadDarkImp1\")\n\tStop\n\tXDeath:\n\tDeath.Explosives:\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DarkImpXDeath\")\n\t\tStop\n\n\tDeath.Head:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"ImpHeadExplode\", 0, 0, 22)\n\t\tTNT1 A 0 A_SpawnItem(\"DeadDarkImp_Slumped_NoHead\")\n\t\tStop\n\n\tDeath:\n\t    TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 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 (\"XDeathDarkImpArm1\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_SpawnItemEx(\"ImpHeadExplode\", 0, 0, 22)\n\t\tD2S2 H -1\n\t\tStop\n\t\t}}\n\nActor DeadDarkImp_SlumpedGreen: DeadDarkImp_Slumped\n{\nTranslation \"169:191=112:127\", \"16:47=123:127\"\nStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(6)\n\tBR96 A 6\n\tTNT1 A 0 A_JumpIf(momx < 0, \"LayDown\")\n\tTNT1 A 0 A_JumpIf(momy < 0, \"LayDown\")\n\tTNT1 A 0 A_JumpIf(momx > 0, \"LayDown\")\n\tTNT1 A 0 A_JumpIf(momy > 0, \"LayDown\")\n\tTNT1 A 0 A_SpawnItemEx(\"HeadshotTarget20\", 0, 0, 22)\n\tBR96 A 16\n\tLoop\n\tLayDown:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"DeadDarkImpGreen\")\n\tStop\n\tXDeath:\n\tDeath.Explosives:\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DarkImpXDeathGreen\")\n\t\tStop\n\n\tDeath.Head:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"DarkImpHeadExplodeGreen\", 0, 0, 22)\n\t\tTNT1 A 0 A_SpawnItem(\"DeadDarkImp_Slumped_NoHeadGreen\")\n\t\tStop\n\n\tDeath:\n\t    TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1Green\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Xdeath3Green\", 16, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Green_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Green_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallGreenBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenBloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathDarkImpArmGreen\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_SpawnItemEx(\"DarkImpHeadExplodeGreen\", 0, 0, 22)\n\t\tD2S2 H -1\n\t\tStop\n\t}\n}\n\nActor DeadDarkImp_Slumped_NoHead: ZombiemanTorso\n{\n+NOPAIN\nHeight 22\nStates{Spawn:\n\t\tTNT1 A 0\n\t\tBR96 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(\"DarkImpXDeath\")\n\t\tStop\n\tDeath:\n\t    TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 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 (\"XDeathDarkImpArm1\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tD2S2 H -1\n\t\tStop\n\t}\n}\n\nActor DeadDarkImp_Slumped_NoHeadGreen: DeadDarkImp_Slumped_NoHead\n{\nTranslation \"169:191=112:127\", \"16:47=123:127\"\nStates\n{\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DarkImpXDeathGreen\")\n\t\tStop\n\tDeath:\n\t    TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1Green\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Xdeath3Green\", 16, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Green_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Green_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallGreenBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenBloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathDarkImpArmGreen\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tD2S2 H -1\n\t\tStop\n\t}\n}\n\nActor DeadDarkImp_NoArm: DeadImp\n{Health 200 States{Spawn:\n\t    D1S5 E -1\n        Stop\n       Death.Cut:        Death.Cutless:\t        Death:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath5\", 5, 0, 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, 0, random (0, 360), 2, random (0, 160))\n\t\tStop}}\n\nActor DeadDarkImp_NoArmGreen : DeadDarkImp_NoArm\n{\nTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n\tDeath:\n\tTNT1 A 0 A_SpawnItem(\"GibsZGreen\")\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath5Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"xdeath3Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tStop\n\t}\n}\n\nActor DeadDarkImp_NoArmNoHead: DeadImp\n{Health 200 States{Spawn:\n\t    D1S5 G -1\n        Stop\n       Death.Cut:        Death.Cutless:\t        Death:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, 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 (\"XDeath2\", 5, 0, 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\tStop}}\n\nActor DeadDarkImp_NoArmNoHeadGreen: DeadDarkImp_NoArmNoHead\n{\nTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n\tDeath:\n\tTNT1 A 0 A_SpawnItem(\"GibsZGreen\")\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tStop\n\t}\n}\n\nActor DeadDarkImpBloodLoss: DeadImp\n{Health 200 States{Spawn:\n\t    D1S8 J -1\n        Stop\n       Death.Cut:        Death.Cutless:\t        Death:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, 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 (\"XDeath2\", 5, 0, 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\tStop}}\n\nActor DeadDarkImpBloodLossGreen : DeadDarkImpBloodLoss\n{\nTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n\tSpawn:\n\t    D1S8 J -1\n        Stop\n\n\tDeath:\n\tTNT1 A 0 A_SpawnItem(\"GibsZGreen\")\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tStop\n\t}\n}\n\nActor DeadDarkImp_NoLeg: DeadImp\n{Health 200 States{Spawn:\n\t    D1S4 E -1\n        Stop\n       Death.Cut:        Death.Cutless:\t        Death:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, 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 (\"XDeath2\", 5, 0, 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\tStop}}\n\nActor DeadDarkImp_NoLegGreen: DeadDarkImp_NoLeg\n{\nTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n\tDeath:\n\tTNT1 A 0 A_SpawnItem(\"GibsZGreen\")\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tStop\n\t}\n}\n\nActor DeadDarkImp_NoStomach: DeadImp\n{Health 200 States{Spawn:\n\t    D1S6 I -1\n        Stop\n       Death.Cut:        Death.Cutless:\t        Death:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, 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 (\"XDeath2\", 5, 0, 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\tStop}}\n\nActor DeadDarkImp_NoStomachGreen: DeadDarkImp_NoStomach\n{\nTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n\tDeath:\n\tTNT1 A 0 A_SpawnItem(\"GibsZGreen\")\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tStop\n\t}\n}\n\nActor DeadDarkImp_Half: DeadImp\n{Health 200 States{Spawn:\n\t    D1S7 E -1\n        Stop\n       Death.Cut:        Death.Cutless:\t        Death:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, 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 (\"XDeath2\", 5, 0, 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\tStop}}\n\nActor DeadDarkImp_HalfGreen : DeadDarkImp_Half\n{\nTranslation \"169:191=112:127\", \"16:47=123:127\"\nStates\n\t{\n\tDeath:\n\tTNT1 A 0 A_SpawnItem(\"GibsZGreen\")\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tStop\n\t}\n}\n\n//DeadDarkImp_NoHead\nActor DeadDarkImp_NoHead1: DeadImp\n{Health 200 States{Spawn:\n\t    D1S9 E -1\n        Stop\n       Death.Cut:        Death.Cutless:\t        Death:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, 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 (\"XDeath2\", 5, 0, 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\tStop}}\n\nActor DeadDarkImp_NoHeadGreen: DeadDarkImp_NoHead1\n{\nTranslation \"169:191=112:127\", \"16:47=123:127\"\nStates\n\t{\n\tDeath:\n\tTNT1 A 0 A_SpawnItem(\"GibsZGreen\")\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tStop\n\t}\n}\n\nActor DeadDarkImp_NoHead2: DeadImp\n{Health 200 States{Spawn:\n\t    DRKD E -1\n        Stop\n       Death.Cut:        Death.Cutless:\t        Death:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, 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 (\"XDeath2\", 5, 0, 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\tStop}}\n\nActor DeadDarkImp_NoHead2Green: DeadDarkImp_NoHead2\n{\nTranslation \"169:191=112:127\", \"16:47=123:127\"\nStates\n{\n\tDeath:\n\tTNT1 A 0 A_SpawnItem(\"GibsZGreen\")\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tStop\n\t}\n}\n\nActor DeadDarkImp1: DeadImp\n{Health 200 States{Spawn:\n\t    DRKI M -1\n        Stop\n       Death.Cut:        Death.Cutless:\t        Death:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, 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 (\"XDeath2\", 5, 0, 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\tStop}}\n\nActor DeadDarkImpGreen: DeadDarkImp1\n{Health 200 States{Spawn:\n\t    DRKF P -1\n        Stop\n       Death.Cut:        Death.Cutless:\t        Death:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZGreen\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tStop}}\n\nACTOR GibsZGreen: GibsZ\n{\n    States\n    {\n    Spawn:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath5Green\", 12, 0, random (0, 360), 2, random (10, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath6Green\", 12, 0, random (0, 360), 2, random (10, 90))\n        Stop\n    }\n}\n\nACTOR GibZGreen: GibZ\n{\n    States\n    {\n    Spawn:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath5Green\", 12, 0, random (0, 360), 2, random (10, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath6Green\", 12, 0, random (0, 360), 2, random (10, 90))\n        Stop\n    }\n}\n\nActor ThisDarkImpGotFuckedHard: DeadImp\n{Health 200 States{Spawn:\n\t    D3S1 G -1\n        Stop\n       Death.Cut:        Death.Cutless:\t        Death:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, 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 (\"XDeath2\", 5, 0, 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\tStop\n\t}\n}\n\nActor ThisDarkImpGotFuckedHardGreen: ThisDarkImpGotFuckedHard\n{\nTranslation \"169:191=112:127\", \"16:47=123:127\"\n\tStates\n\t{\n\tDeath:\n\tTNT1 A 0 A_SpawnItem(\"GibsZGreen\")\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tStop\n\t}\n}\n\nActor AbsolutelyRapedDarkImp: DeadImp\n{Health 200 States{Spawn:\n\t    D1F2 E -1\n        Stop\n       Death.Cut:        Death.Cutless:\t        Death:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, 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 (\"XDeath2\", 5, 0, 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\tStop}}\n\nActor AbsolutelyRapedDarkImpGreen : AbsolutelyRapedDarkImp\n{\nTranslation \"169:191=112:127\", \"16:47=123:127\"\nStates\n{\n\tDeath:\n\tTNT1 A 0 A_SpawnItem(\"GibsZGreen\")\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\tStop\n\t}\n}\n\nActor AbsolutelyRapedDarkImp2: DeadImp\n{Health 200 States{Spawn:\n\t    D3S3 BBBBBBBBBBBBBBBB 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 26, 0, random (0, 360), 2, random (30, 60))\n\t\tD3S3 CCC 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 26, 0, random (0, 360), 2, random (10, 40))\n\t\tD3S3 DD 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 6, 0, random (0, 360), 2, random (30, 60))\n\t\tD3S3 E -1\n        Stop\n       Death.Cut:        Death.Cutless:\t        Death:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, 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 (\"XDeath2\", 5, 0, 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\tStop}}\n\nACTOR ZSpecOpsXDeath\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\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 AA 0 A_CustomMissile (\"XDeathHFQSZArm1\", 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 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 (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 160))\n\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 (\"Guts\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathHFQSZLeg2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZSpecOpsHead\", 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 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 XDeathHalfZSpecOPs\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    +CLIENTSIDEONLY\n    +NOBLOCKMAP\n    +NOTELEPORT\n    States\n    {\n    Spawn:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tZP3X B 12\n\t\tLoop\n    Death:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n        ZP3X B 1 A_SpawnItem(\"Gib_HalfZSpecOPs\",0,0,0,1)\n        TNT1 A 0\n        Stop\n    }\n}\n\nactor Gib_HalfZSpecOPs: BigGibBase\n{\n    States\n    {\n    Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n\t\tZP3X C 1 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t\tZP3X C -1\n        Stop\n\t}\n}\n\nACTOR XDeathZSpecOpsHead: XDeathZombieManHead\n{\n    States\n    {\n\tSpawn:\n\tSpawn1:\n        TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"Death\")\n\t\tZHE2 ABCD 3// A_CustomMissile(\"ShortWallRedBlood\", 0, 0, 0, 2)//\n\t\tLoop\n   \tDeath:\n\t    ZHE2 E 1\n        ZHE2 E 1 A_SpawnItem(\"ZSpecOpsHead\",0,0,0,1)\n        Stop\n\n}\n}\n\nactor ZSpecOpsHead: ZombieManHead\n{\n    States\n    {\nSpawn:\n\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_QueueCorpse\n\tTNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\")\n\tSpawn1:\n\tZHE2 E 1\n\tZHE2 E -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    ZHE2 EE 1 A_FaceTarget\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"Blood\", 0, 0, 10)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZSpecOpsHead\", 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\tZHE2 ABCD 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\tZHE2 ABCDEFGH 3\n\tTNT1 A 0 A_SpawnItem(\"ZSpecOpsHead\")\n\tStop\n\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/MonsterExpansion/LastStandMonsters.txt",
        "contents": "ACTOR HFQSZLastStand1: DyingHFQSZNoLeg\n{\nHealth 20\nSpeed 0\nMONSTER\n+MISSILEMORE\n+MISSILEEVENMORE\n+LOOKALLAROUND\n+GHOST\n+THRUGHOST\n-SOLID\n+LOOKALLAROUND\n-COUNTKILL\n-FRIENDLY\nTag \"Last Stand Zombie\"\nBloodType \"Brutal_Blood\", \"BloodSPlatterReplacer\", \"SawBlood\"\nStates\n\t{\n\tSpawn:\n\tZQLS A 1 A_Look\n\tLoop\n\n\tSee:\n\tZQLS AAAAA 1 A_Chase\n\tLoop\n\n\tMissile:\n\tTNT1 A 0\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tZQLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tZQLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tZQLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tZQLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tZQLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tZQLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS A 10 A_FaceTarget\n\tGoto GotoDeath\n\n\tDeath.MinorHead:\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_Scream\n        TNT1 AAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tPOS7 GHI 6\n        TNT1 A 0 A_SpawnItem (\"DeadHFQSZ_NoLeg\", 1)\n\t\tStop\n\t}\n}\n\nACTOR HFQSZLastStand2: DyingHFQSZ\n{\nHealth 20\nSpeed 0\nMONSTER\n+MISSILEMORE\n+MISSILEEVENMORE\n+LOOKALLAROUND\n+GHOST\n+THRUGHOST\n-SOLID\n+LOOKALLAROUND\n-COUNTKILL\n-FRIENDLY\nTag \"Last Stand Zombie\"\nBloodType \"Brutal_Blood\", \"BloodSPlatterReplacer\", \"SawBlood\"\nStates\n\t{\n\tSpawn:\n\tZQLS C 1 A_Look\n\tLoop\n\n\tSee:\n\tZQLS CCCCC 1 A_Chase\n\tLoop\n\n\tMissile:\n\tTNT1 A 0\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tZQLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tZQLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tZQLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tZQLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tZQLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tZQLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZQLS C 10 A_FaceTarget\n\tGoto GotoDeath\n\n\tDeath.MinorHead:\n\t    TNT1 A 0\n        Goto Death.Head\n\t}\n}\n\n// ASGGUY\n\nACTOR ASGGuyLastStand1: DyingASGGuyNoLeg\n{\nHealth 20\nSpeed 0\nMONSTER\n+MISSILEMORE\n+MISSILEEVENMORE\n+LOOKALLAROUND\n+GHOST\n+THRUGHOST\n-SOLID\n+LOOKALLAROUND\n-COUNTKILL\n-FRIENDLY\nTag \"Last Stand Zombie\"\nBloodType \"Brutal_Blood\", \"BloodSPlatterReplacer\", \"SawBlood\"\nStates\n\t{\n\tSpawn:\n\tAGLS A 1 A_Look\n\tLoop\n\n\tSee:\n\tAGLS AAAAA 1 A_Chase\n\tLoop\n\n\tMissile:\n\tTNT1 A 0\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tAGLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tAGLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tAGLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tAGLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tAGLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tAGLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS A 10 A_FaceTarget\n\tGoto GotoDeath\n\n\tDeath.MinorHead:\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_Scream\n        TNT1 AAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tPOS7 GHI 6\n        TNT1 A 0 A_SpawnItem (\"DeadHFQSZ_NoLeg\", 1)\n\t\tStop\n\t}\n}\n\nACTOR ASGGuyLastStand2: DyingASGGuy\n{\nHealth 20\nSpeed 0\nMONSTER\n+MISSILEMORE\n+MISSILEEVENMORE\n+LOOKALLAROUND\n+GHOST\n+THRUGHOST\n-SOLID\n+LOOKALLAROUND\n-COUNTKILL\n-FRIENDLY\nTag \"Last Stand Zombie\"\nBloodType \"Brutal_Blood\", \"BloodSPlatterReplacer\", \"SawBlood\"\nStates\n\t{\n\tSpawn:\n\tAGLS C 1 A_Look\n\tLoop\n\n\tSee:\n\tAGLS CCCCC 1 A_Chase\n\tLoop\n\n\tMissile:\n\tTNT1 A 0\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tAGLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tAGLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tAGLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tAGLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tAGLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"pfire\")\n\tAGLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tAGLS C 10 A_FaceTarget\n\tGoto GotoDeath\n\n\tDeath.MinorHead:\n\t    TNT1 A 0\n        Goto Death.Head\n\t}\n}\n\n// Z-Spec Ops\n\nACTOR ZSpecOpsLastStand1: DyingZSPECLegBlewedOff\n{\nHealth 20\nSpeed 0\nMONSTER\n+MISSILEMORE\n+MISSILEEVENMORE\n+LOOKALLAROUND\n+GHOST\n+THRUGHOST\n-SOLID\n+LOOKALLAROUND\n-COUNTKILL\n-FRIENDLY\nTag \"Last Stand Zombie\"\nBloodType \"Brutal_Blood\", \"BloodSPlatterReplacer\", \"SawBlood\"\nStates\n\t{\n\tSpawn:\n\tZOLS A 1 A_Look\n\tLoop\n\n\tSee:\n\tZOLS AAAAA 1 A_Chase\n\tLoop\n\n\tMissile:\n\tTNT1 A 0\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"CMGSIL\")\n\tZOLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"CMGSIL\")\n\tZOLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"CMGSIL\")\n\tZOLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"CMGSIL\")\n\tZOLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"CMGSIL\")\n\tZOLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"CMGSIL\")\n\tZOLS B 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS A 10 A_FaceTarget\n\tGoto GotoDeath\n\n\tDeath.MinorHead:\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_Scream\n        TNT1 AAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tPOS7 GHI 6\n        TNT1 A 0 A_SpawnItem (\"DeadHFQSZ_NoLeg\", 1)\n\t\tStop\n\t}\n}\n\nACTOR ZSpecOpsLastStand2: DyingZSPEC\n{\nHealth 20\nSpeed 0\nMONSTER\n+MISSILEMORE\n+MISSILEEVENMORE\n+LOOKALLAROUND\n+GHOST\n+THRUGHOST\n-SOLID\n+LOOKALLAROUND\n-COUNTKILL\n-FRIENDLY\nTag \"Last Stand Zombie\"\nBloodType \"Brutal_Blood\", \"BloodSPlatterReplacer\", \"SawBlood\"\nStates\n\t{\n\tSpawn:\n\tZOLS C 1 A_Look\n\tLoop\n\n\tSee:\n\tZOLS CCCCC 1 A_Chase\n\tLoop\n\n\tMissile:\n\tTNT1 A 0\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"CMGSIL\")\n\tZOLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"CMGSIL\")\n\tZOLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"CMGSIL\")\n\tZOLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"CMGSIL\")\n\tZOLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"CMGSIL\")\n\tZOLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 24, 10, 15, 0)\n    TNT1 A 0 A_PlaySound(\"CMGSIL\")\n\tZOLS D 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 28, 0, random(-12, 12), 0)\n    //TNT1 A 0 A_SpawnItem (\"EmptyHellfestPistolThingSpawn\", 0, 20,0)\n\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tZOLS C 10 A_FaceTarget\n\tGoto GotoDeath\n\n\tDeath.MinorHead:\n\t    TNT1 A 0\n        Goto Death.Head\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/MonsterExpansion/Leg.txt",
        "contents": "ACTOR LegTarget4b: LegTarget4\n{\n\tBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\n\t+DONTRIP\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/MonsterExpansion/StealthMonsters.txt",
        "contents": "ACTOR XVStealthAracnorb : Aracnorb\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthASGGuy : ASGGuy\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthBruiser : BruiserDemon\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthChainsawGuy : ChainsawZombie\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthCyberBaron : CyberBaron\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthCyberKnight : PhasicKnightX\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthFleshSpawn : FleshSpawn\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthIncarnate : Incarnate\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthMajor : Major\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthMinigungGuy : MinigunGuy\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthPlasmaZombie : PlasmaZombie\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthPyroDemon : PyroDemon\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthPyroSergeant : PyroSergeant\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthQSGZombie : QuadShotgunZombie\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthRifleCommando : RifleCommando\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthRiotShieldGuy : RiotShieldGuy\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthRocketGuy : RocketGuy\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthSatyr : Satyr\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthShadow : Shadow\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\n//ACTOR XVStealthSuicideBomber : SuicideBomber\n//{\n//\t+STEALTH\n//\tRenderStyle Translucent\n//\tAlpha 0\n//}\n\nACTOR XVStealthSSGGuy : SuperShotgunZombie\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthTerminator : TerminatorDemon\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthD3Trite : D3Trite\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthD3Wraith : D3Wraith\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n}\n\nACTOR XVStealthZSpecOps : ZSpecOps\n{\n\t+STEALTH\n\tRenderStyle Translucent\n\tAlpha 0\n\tDropItem \"CMGSpawner\"\n\tDropItem \"CompactMGSilencer\"\n\tDropItem \"SuperBlurSphere\" 4\n\tStates\n\t     {\n\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"SKZSpecOps\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Enraged\", 1, \"Firing2\")\n\t\tTNT1 A 0 A_Jump(64,\"Pain.Avoid\")\n        TNT1 A 0 A_Jump(128, \"Firing2\", \"CrouchFire\", \"ADSFire\")\n\n\tFiring1:\n\t\tZSP2 E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 11, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 40, 11, 15, 0)\n\t\tZSP2 F 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 40, 11, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 11, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 40, 11, 15, 0)\n\t\tZSP2 F 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 40, 11, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 11, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 40, 11, 15, 0)\n\t\tZSP2 F 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 40, 11, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 11, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 40, 11, 15, 0)\n\t\tZSP2 F 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 40, 11, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 11, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 40, 11, 15, 0)\n\t\tZSP2 F 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 40, 11, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n        TNT1 A 0 A_Jump(128, \"Firing2\", \"CrouchFire\", \"ADSFire\")\n\t\tTNT1 A 0 A_Jump(64,\"Pain.Avoid\")\n        Goto See\n\n    Firing2:\n\t\tZSP2 E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 11, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 40, 11, 15, 0)\n\t\tZSP2 F 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 40, 11, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 11, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 40, 11, 15, 0)\n\t\tZSP2 F 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 40, 11, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 11, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 40, 11, 15, 0)\n\t\tZSP2 F 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 40, 11, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 11, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 40, 11, 15, 0)\n\t\tZSP2 F 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 40, 11, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 11, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 40, 11, 15, 0)\n\t\tZSP2 F 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 40, 11, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 11, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 40, 11, 15, 0)\n\t\tZSP2 F 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 40, 11, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 11, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 40, 11, 15, 0)\n\t\tZSP2 F 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 40, 11, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tTNT1 A 0 A_Jump(128, \"Firing1\", \"CrouchFire\", \"ADSFire\")\n\t\tTNT1 A 0 A_Jump(64,\"Pain.Avoid\")\n        Goto See\n\n\tCrouchFire:\n\t\tZSP2 M 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 39, 13, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 39, 13, 15, 0)\n\t\tZSP2 M 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 39, 13, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 M 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 39, 13, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 39, 13, 15, 0)\n\t\tZSP2 M 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 39, 13, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 M 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 39, 13, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 39, 13, 15, 0)\n\t\tZSP2 M 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 39, 13, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 M 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 39, 13, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 39, 13, 15, 0)\n\t\tZSP2 M 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 39, 13, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 M 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 39, 13, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 39, 13, 15, 0)\n\t\tZSP2 M 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 39, 13, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tTNT1 A 0 A_Jump(128, \"Firing1\", \"Firing2\", \"ADSFire\")\n\t\tTNT1 A 0 A_Jump(64,\"Pain.Avoid\")\n        Goto See\n\n\tADSFire:\n\t\tZSP2 NNN 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 50, 6, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 50, 6, 15, 0)\n\t\tZSP2 N 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 50, 6, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 NNN 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 50, 6, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 50, 6, 15, 0)\n\t\tZSP2 N 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 50, 6, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 NNN 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 50, 6, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 50, 6, 15, 0)\n\t\tZSP2 N 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 50, 6, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 NNN 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 50, 6, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 50, 6, 15, 0)\n\t\tZSP2 N 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 50, 6, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tZSP2 NNN 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 51,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget12\", 20)\n\n        TNT1 A 0 A_PlaySound(\"CMGSIL\", 1)\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 50, 6, random(-8, 8), 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 50, 6, 15, 0)\n\t\tZSP2 N 3 BRIGHT A_CustomMissile(\"ZombieManTracer\", 50, 6, random(-15, 15), 0, random(-8, 8))\n\t\tTNT1 A 0 A_GiveInventory(\"ZSpecOpsAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"PistolCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_JumpIfInventory(\"ZSpecOpsAmmo\", 35, \"Reload\")\n\n\t\tTNT1 A 0 A_Jump(128, \"Firing1\", \"Firing2\", \"CrouchFire\")\n\t\tTNT1 A 0 A_Jump(64,\"Pain.Avoid\")\n        Goto See\n\t\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/MonsterExpansion/Tracers.txt",
        "contents": "ACTOR MonsterRiotTracer: Tracer\n{\n+BLOODSPLATTER\n+THRUGHOST\n-DONTSPLASH\n+THRUACTORS\nspeed 90\ndamage (random(2,4))\nseesound \"\"\ndamagetype Bullet\nDecal \"BulletChip\"\nStates\n{\nSpawn:\n\tTRAC A 1 BRIGHT\n\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\nFly:\n\tTRAC A 1 BRIGHT\n\tLoop\nDeath:\n    TNT1 A 1 A_SpawnItem(\"HitPuff\")\n    Stop\n\t}\n}\n\nACTOR QuadTracer: MonsterTracer\n{\nspeed 60\ndamage (random(1,2))\n\t+FORCEXYBILLBOARD\n\t+THRUGHOST\nDamageType SSG\nStates\n{\nDeath:\n    TNT1 A 1 A_SpawnItem(\"HitPuff\")\n    Stop\n\t}\n}\n\nACTOR QuadSingeTracer: MonsterTracer\n{\nspeed 65\ndamage 2\n+FORCEXYBILLBOARD\n+THRUGHOST\nDecal \"BulletChip\"\nDamageType Arm\nStates\n{\nDeath:\n    TNT1 A 1 A_SpawnItem(\"HitPuff\")\n    Stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/MonsterExpansion/WeaponDrops.txt",
        "contents": "// Necesary to work whitout Enhanced Weapons Muators\n\n// Weapon Spawners\nACTOR AssaultShotgunSpawner : RandomSpawner\n{\ndropitem \"AssaultShotgun\"\n}\n\nACTOR CMGSpawner : RandomSpawner\n{\ndropitem \"SMGSpawner\"\n}\n\nACTOR QSSGSpawner : RandomSpawner\n{\ndropitem \"SSGSpawner\"\n}\n\nActor SniperRifleSpawner : RandomSpawner\n{\ndropitem \"RifleSpawner\"\n}\n\n// Clips\nActor EmptyPistolClipSpawn : EmptyClipSpawn {}"
      },
      {
        "source": "pk3",
        "name": "Actors/MonsterExpansion/Monsters/Aracnorb.txt",
        "contents": "actor Aracnorb\n{\n  //$Title \"Aracnorb\"\n  //$Category XV117Monsters\n  MONSTER\n  +NOGRAVITY\n  +FLOAT\n  +FLOATBOB\n  +FORCEXYBILLBOARD\n  +DONTHARMSPECIES\n  +MISSILEMORE\n  Health 245\n  Radius 28//56spriteW\n  Height 60//60spriteH\n  Scale 1.0\n  Mass 495\n  Speed 10\n  FloatSpeed 5\n  PainChance 128\n  Species \"Demon\"\n  SeeSound \"aracnorb/sight\"\n  ActiveSound \"baby/active\"\n  PainSound \"baby/pain\"\n  DeathSound \"aracnorb/death\"\n  MeleeSound \"demon/melee\"\n  Obituary \"%o suffered psychic trauma from an aracnorb's brainwaves.\"\n  HitObituary \"%o had %p skull chewed by an aracnorb.\"\n  DropItem \"DemonStrengthRune\" 8\n  States\n  {\n  Spawn:\n    ACNB A 1 A_Look\n    Loop\n  See:\n    ACNB AAAAAAAA 2 A_Chase\n    Loop\n  Melee:\n    ACNB A 5 A_FaceTarget\n    ACNB B 5\n\tTNT1 A 0 A_PlaySound(\"demon/melee\", 4)\n\tTNT1 A 0 A_CustomMissile(\"DemonAttack\",32,0,0,0)\n    ACNB A 5\n    Goto See\n  Missile:\n    ACNB B 8 A_FaceTarget\n    ACNB C 8 Bright A_CustomMissile(\"WeakGreenPlasmaBall\", 32, 0, 0, 0)\n    ACNB B 8 A_Jump(64, \"See\")\n    TNT1 A 0 A_MonsterRefire(4, \"See\")\n    Goto Missile\n\n  Pain:\n    ACNF I 2\n    ACNF I 2 A_Pain\n    Goto See\n  Pain.Kick:\n  Pain.HeavyImpact:\n\tTNT1 A 0 A_FaceTarget\n\tACNF I 6 A_Recoil(5)\n    ACNF I 6 A_Pain\n\tACNF I 10\n    Goto See\n  Pain.Avoid:\n\t  TNT1 A 0\n\t  TNT1 A 0 A_Jump(248, \"AvoidLeft\", \"AvoidRight\")\n\t  Goto AvoidLeft\n\n\tAvoidLeft:\n\t\tACNB A 1 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+192, 13, 0, 0)\n\t\tACNB A 5 A_FaceTarget\n\tGoto Missile\n\tAvoidRight:\n\t\tACNB A 1 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64, 13, 0, 0)\n\t\tACNB A 5 A_FaceTarget\n\tGoto Missile\n\n\tDeath:\n    ACNB D 0 A_ChangeFlag(\"FLOATBOB\",0)\n\t\tACNB D 8 A_Scream\n    TNT1 AAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n \t  TNT1 AAAA 0 A_CustomMissile (\"Guts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t  TNT1 AAAA 0 A_CustomMissile (\"XDeathBrain1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t  TNT1 AAAA 0 A_CustomMissile (\"XDeathBrain2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t  TNT1 AAAAAAA 0 A_CustomMissile (\"BloodMist\", 50, 0, random (0, 360), 2, random (60, 90))\n    TNT1 AA 0 A_CustomMissile (\"XDeathSpiderNew1\", 42, 0, random (0, 360), 2, random (60, 90))\n    TNT1 A 0 A_CustomMissile (\"XDeathSpiderNew2\", 42, 0, random (0, 360), 2, random (60, 90))\n\t\tACNB E 6 A_NoBlocking\n\t\tACNB FG 8\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tACNB H -1\n    Stop\n\n\tDeath.SuperPlasma:\n  Death.Plasma:\n  Death.Plasma2:\n  Death.GreenFire:\n    ACNB D 0 A_ChangeFlag(\"FLOATBOB\",0)\n    TNT1 A 0 A_Jump(50, \"XDeath\")\n    TNT1 A 0 A_Scream\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 AA 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n    CARB JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 7 A_CustomMissile (\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (70, 110))\n    CARB J -1\n    Stop\n\n\tDeath.Fire:\n\t\tTNT1 A 0\n    ACNB D 0 A_ChangeFlag(\"FLOATBOB\",0)\n    TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"PEPart2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tACNB DDDD 2 A_CustomMissile (\"FlameTrails\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tACNB EEEE 2 A_CustomMissile (\"FlameTrails\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tACNB FFFF 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tACNB GGGG 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tGoto Burns\n\tBurns:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"BrutalCounter\")\n\t\tCARB JJ 2 A_SpawnItem(\"YellowFlare\",0,20)\n\t\tID22 F 0 A_CustomMissile (\"FlameTrails\", 20, 0, random (0, 360), 2, random (70, 110))\n\t\tCARB JJ 2 A_SpawnItem(\"YellowFlare\",0,20)\n\t\tID22 F 0 A_CustomMissile (\"FlameTrails\", 20, 0, random (0, 360), 2, random (70, 110))\n\t\tID22 F 0 A_CustomMissile (\"PlasmaSmoke\", 30, 0, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_JumpIfInventory(\"BrutalCounter\", 30, \"Smokes\")\n\t\tLoop\n\tSmokes:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"BrutalCounter\", 60, \"Rest\")\n\t\tTNT1 A 0 A_GiveInventory(\"BrutalCounter\")\n\t\tCARB J 5 A_CustomMissile (\"PlasmaSmoke\", 30, 0, random (0, 360), 2, random (70, 110))\n\t\tLoop\n\tRest:\n\t\tCARB J -1\n\t\tStop\n\n  Death.Cut:\n\tDeath.Saw:\n    ACNB D 0 A_ChangeFlag(\"FLOATBOB\",0)\n    TNT1 A 0 A_Jump(50, \"XDeath\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts2\", 14, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n\t  TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t  TNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t  TNT1 AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tACNB JKLM 4\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"XDeathBrain1\", 24, 15, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"Guts2\", 24, 15, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tACNB NNNNN 1\tA_CustomMissile (\"Brutal_LiquidBlood2\", 28, 0, random (0, 360), 2, random (30, 60))\n\t\tACNB OOOOO 1\tA_CustomMissile (\"Brutal_LiquidBlood2\", 21, 0, random (0, 360), 2, random (30, 60))\n\t\tACNB PPPPPPPP 1\tA_CustomMissile (\"Brutal_LiquidBlood2\", 14, 0, random (0, 360), 2, random (30, 60))\n\t\tACNB P -1\n\t\tStop\n\n  Death.XDeath:\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.ExplosiveImpact:\n\tDeath.Crush:\n    ACNB D 0 A_ChangeFlag(\"FLOATBOB\",0)\n    ACNB I 2\n\t\tTNT1 A 0 A_Playsound(\"misc/gibbed\",3)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts2\", 14, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"CeilBloodLauncher\", 40, 0, random (0, 360), 2, random (50, 130))\n\t  TNT1 AAAAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t  TNT1 AAAAAA 0 A_CustomMissile (\"XDeath2\", 10, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAAA 0 A_CustomMissile (\"Aracnorb_Brain\", 32, 0, random (0, 360), 2, random (0, 160))\n\t  TNT1 AAAAAAAAAA 0 A_CustomMissile (\"PlayerFlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tPOSS STUVW 3\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tPOSS X -1\n\t\tStop\n\n  Death.Fatality:\n\t  TNT1 A 0\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0\n\t  TNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n    TNT1 A 0 A_GiveToTarget(\"AracnorbFatality\", 1)\n    TNT1 A 0\n\t\tStop\n\n  Raise:\n    ACNB HGFEDA 8\n    ACNB A 0 A_ChangeFlag(\"FLOATBOB\",1)\n\t\tGoto See\n  }\n}\n\nACTOR Aracnorb_Brain\n{\n    Radius 8\n    Height 8\n    Speed 16\n    Scale 1.5\n\t\tMass 1\n    +NOBLOCKMAP\n\t\t+MISSILE\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CLIENTSIDEONLY\n    +RIPPER\n    +BLOODLESSIMPACT\n    +DOOMBOUNCE\n\t\t+SKYEXPLODE\n    BounceFactor 0.5\n\t\tdamagetype Blood\n    SeeSound \"misc/xdeath4\"\n    DeathSound \"misc/xdeath1\"\n\t\tDecal BloodSuper\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        ID22 A 2 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n\n        ID22 B 2 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n\n\t\tID22 C 2 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n\n\t\tID22 D 2 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n        Loop\n    Death:\n\n        ID22 F 1 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\n\t\tID22 F -1\n        Stop\n        TNT1 A 1\n     Splash:\n        TNT1 A 0\n        Stop\n    }\n}\n\nActor StompedAracnorb: DeadSpider\n{\n\t+NOBLOOD\n\tHealth 999999999999\n\tStates\n\t{\n\t\tSpawn:\n      FTAC P -1\n      Stop\n \t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/MonsterExpansion/Monsters/ASGGuy.txt",
        "contents": "Actor ASGGuy : ShotgunGuy1\n{\n  //$Title \"Assault Shotgun Guy\"\n  //$Category XV117Monsters\n    Health 60\n    Radius 20//36SpriteW(110%=40)\n\tHeight 56//55SpriteH(110%=61)\n\tScale 1.1\n    Speed 4\n\tMass 145\n\tPainchance 180\n    MONSTER\n    +FLOORCLIP\n\t+AVOIDMELEE\n\t-DOHARMSPECIES\n    SeeSound \"grunt/sight\"\n    AttackSound \"asgguy/asgfir\"\n    PainSound \"grunt/pain\"\n    DeathSound \"grunt/death\"\n    ActiveSound \"grunt/active\"\n    Obituary \"%o got gibbed by an Assault-Shotgun guy.\"\n\tDamageFactor \"Blood\", 0.0 DamageFactor \"BlueBlood\", 0.0 DamageFactor \"GreenBlood\", 0.0\n\tdamagefactor \"killme\", 0.0\n\tdAMAGEFACTOR \"Avoid\", 0.0\n\tDropItem \"AssaultShotgunSpawner\"\n\tDropItem \"GrenadeAmmo\" 4\n\tTag \"Assault Shotgun Guy\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n    States\n    {\n   Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"SKAutoshotty\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"TypeSergeant\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ASGZAmmo\", 12)\n\t\tTNT1 A 0 A_GiveInventory(\"ASGZAmmo\", random(0,4))\n\t\tASGZ B 1\n\t\tGoto Stand\n\tStand:\n\t\tTNT1 A 0 A_CheckSight(\"Stand2\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget200\", 0, 43,0)\n\t\tASGZ BBBBBBBBBB 10 A_Look\n\t\tASGZ BBBBBBBBBB 10 A_Look\n\t\tLoop\n\n\tStand2:\n\t\tASGZ BB 14 A_Look\n\t\tGoto Stand\n\n\tFallBack:\n\t\tTNT1 A 0 A_CheckSight(\"Advance\")\n\t\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget4\", 20)\n\t\tASGZ D 2 A_FaceTarget\n\t\tASGZ D 2 A_Recoil(2)\n\t\tTNT1 A 0 A_PlaySound(\"humans/step\",0)\n\t\tTNT1 A 0 A_jump(64, \"Missile\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget4\", 20)\n\t\tASGZ C 2 A_FaceTarget\n\t\tASGZ C 2 A_Recoil(2)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget4\", 20)\n\t\tASGZ B 2 A_FaceTarget\n\t\tASGZ B 2 A_Recoil(2)\n\t\tTNT1 A 0 A_PlaySound(\"humans/step\",0)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget4\", 20)\n\t\tASGZ A 2 A_FaceTarget\n\t\tASGZ A 2 A_Recoil(2)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget4\", 20)\n\t\tASGZ D 2 A_FaceTarget\n\t\tASGZ D 2 A_Recoil(2)\n\t\tTNT1 A 0 A_PlaySound(\"humans/step\",0)\n\t\tTNT1 A 0 A_jump(64, \"Missile\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget4\", 20)\n\t\tASGZ C 2 A_FaceTarget\n\t\tASGZ C 2 A_Recoil(2)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget4\", 20)\n\t\tASGZ B 2 A_FaceTarget\n\t\tASGZ B 2 A_Recoil(2)\n\t\tTNT1 A 0 A_PlaySound(\"humans/step\",0)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget4\", 20)\n\t\tASGZ A 2 A_FaceTarget\n\t\tASGZ A 2 A_Recoil(2)\n\t\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\t\tGoto Missile\n\n\tSearchForPlayer:\n\tIdle:\n\t    TNT1 A 0 A_ClearTarget\n\t    TNT1 A 0 A_TakeInventory(\"EnemyMemory\", 30)\n\t\tTNT1 A 0 A_GiveInventory(\"SKAutoshotty\", 1)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tASGZ A 10 A_Look\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tASGZ C 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle - 40)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tASGZ A 10 A_Look\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tASGZ D 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle + 40)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tASGZ A 10 A_Look\n\n\t\tASGZ A 4 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tASGZ B 4 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tASGZ C 4 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tASGZ D 4 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tTNT1 A 0 A_Jump(128, \"Idle\")\n\t\tASGZ A 4 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tASGZ B 4 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tASGZ C 4 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tASGZ D 4 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tLoop\n\n\tSee:\n\t\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\t\tTNT1 A 0 A_TakeInventory(\"SKAutoshotty\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 15)\n\t\tTNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\t\tGoto SeeContinue\n\n\tSeeContinue:\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"INVULNERABLE\", 0)\n\t    TNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\t    TNT1 A 0 A_JumpIfCloser(148, \"FallBack\")\n\t\t//Advance:\n\t\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 15, \"SearchForPlayer\")\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"SKAutoshotty\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tASGZ AAA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tASGZ BBB 2 A_Chase\n\t\tTNT1 A 0 A_PlaySound(\"humans/step\",0)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tASGZ CCC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tASGZ DDD 2 A_Chase\n\t\tTNT1 A 0 A_PlaySound(\"humans/step\",0)\n\t\tTNT1 A 0 A_Jump(64,\"Pain.Avoid\")\n\t\tLoop\n\n\tSeeNeverSeen:\n\t\tTNT1 A 0 A_JumpIfCloser(148, \"FallBack\")\n\t\tAdvance:\n\t\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 10, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tASGZ AA 2 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_TakeInventory(\"SKAutoshotty\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tASGZ BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tASGZ CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tASGZ DD 2 A_Chase\n\t\tLoop\n\n    Missile:\n\t\tTNT1 A 0 A_CheckSight(\"SeeContinue\")\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 10)\n\t\tTNT1 A 0 A_Jump(128, \"Missile2\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n    \tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 12, \"Reload\")\n\t\tASGZ E 12 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\n    \tASGZ E 6 A_FaceTarget\n    \tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 12, \"Reload\")\n    \tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tTNT1 A 0 A_PlaySound(\"A12FIR\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundShotgun\", 37, 10, 0, 1, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 37, 10, random(-4, 4), 0)\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"ShotgunguyTracer\", 37, 10, random(-7, 7), 1, random(-4, 4))\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"ShotgunParticles\", 37, 10, random(-9, 9), 6, random(-9, 9))\n    \tASGZ F 6 Bright A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"ShotCaseSpawn\", 0, 30,0)\n\n\t\tASGZ E 6 A_FaceTarget\n    \tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 12, \"Reload\")\n    \tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tTNT1 A 0 A_PlaySound(\"A12FIR\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundShotgun\", 37, 10, 0, 1, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 37, 10, random(-4, 4), 0)\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"ShotgunguyTracer\", 37, 10, random(-7, 7), 1, random(-4, 4))\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"ShotgunParticles\", 37, 10, random(-9, 9), 6, random(-9, 9))\n    \tASGZ F 6 Bright A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"ShotCaseSpawn\", 0, 30,0)\n\n\t\tASGZ E 6 A_FaceTarget\n    \tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 12, \"Reload\")\n    \tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tTNT1 A 0 A_PlaySound(\"A12FIR\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundShotgun\", 37, 10, 0, 1, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 37, 10, random(-4, 4), 0)\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"ShotgunguyTracer\", 37, 10, random(-7, 7), 1, random(-4, 4))\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"ShotgunParticles\", 37, 10, random(-9, 9), 6, random(-9, 9))\n    \tASGZ F 6 Bright A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"ShotCaseSpawn\", 0, 30,0)\n\n    \tASGZ E 12 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 12, \"Reload\")\n\t\tTNT1 A 0 A_Jump(64,\"Pain.Avoid\")\n        Goto SeeContinue\n\n\tMissile2:\n\t\tTNT1 A 0 A_CheckSight(\"SeeContinue\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n    \tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 12, \"Reload\")\n\t\tASGZ E 12 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\n    \tASGZ E 4 A_FaceTarget\n    \tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 12, \"Reload\")\n    \tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tTNT1 A 0 A_PlaySound(\"A12FIR\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundShotgun\", 37, 10, 0, 1, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 37, 10, random(-4, 4), 0)\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"ShotgunguyTracer\", 37, 10, random(-7, 7), 1, random(-4, 4))\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"ShotgunParticles\", 37, 10, random(-9, 9), 6, random(-9, 9))\n    \tASGZ F 4 Bright A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"ShotCaseSpawn\", 0, 30,0)\n\n\t\tASGZ E 4 A_FaceTarget\n    \tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 12, \"Reload\")\n    \tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tTNT1 A 0 A_PlaySound(\"A12FIR\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundShotgun\", 37, 10, 0, 1, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 37, 10, random(-4, 4), 0)\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"ShotgunguyTracer\", 37, 10, random(-7, 7), 1, random(-4, 4))\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"ShotgunParticles\", 37, 10, random(-9, 9), 6, random(-9, 9))\n    \tASGZ F 4 Bright A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"ShotCaseSpawn\", 0, 30,0)\n\n\t\tASGZ E 4 A_FaceTarget\n    \tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 12, \"Reload\")\n    \tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tTNT1 A 0 A_PlaySound(\"A12FIR\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundShotgun\", 37, 10, 0, 1, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 37, 10, random(-4, 4), 0)\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"ShotgunguyTracer\", 37, 10, random(-7, 7), 1, random(-4, 4))\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"ShotgunParticles\", 37, 10, random(-9, 9), 6, random(-9, 9))\n    \tASGZ F 4 Bright A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"ShotCaseSpawn\", 0, 30,0)\n\n\t\tASGZ E 4 A_FaceTarget\n    \tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 12, \"Reload\")\n    \tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tTNT1 A 0 A_PlaySound(\"A12FIR\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"DistantFireSoundShotgun\", 37, 10, 0, 1, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 37, 10, random(-4, 4), 0)\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"ShotgunguyTracer\", 37, 10, random(-7, 7), 1, random(-4, 4))\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"ShotgunParticles\", 37, 10, random(-9, 9), 6, random(-9, 9))\n    \tASGZ F 4 Bright A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"ShotCaseSpawn\", 0, 30,0)\n\n    \tASGZ E 12 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 12, \"Reload\")\n\t\tTNT1 A 0 A_Jump(64,\"Pain.Avoid\")\n        Goto SeeContinue\n\n    Reload:\n\t\tTNT1 A 0 A_Jump(64,\"Pain.Avoid\")\n        TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget20\", 20)\n        ASGZ A 15\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget20\", 20)\n        AD12 EFG 3\n        TNT1 A 0 A_PlaySound(\"insertshell\")\n\t\tTNT1 A 0 A_TakeInventory(\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 43,0)\n        AD12 EFG 3\n        TNT1 A 0 A_PlaySound(\"insertshell\")\n\t\tTNT1 A 0 A_TakeInventory(\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget20\", 20)\n        AD12 EFG 3\n        TNT1 A 0 A_PlaySound(\"insertshell\")\n\t\tTNT1 A 0 A_TakeInventory(\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget20\", 20)\n        AD12 EFG 3\n        TNT1 A 0 A_PlaySound(\"insertshell\")\n\t\tTNT1 A 0 A_TakeInventory(\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget20\", 20)\n\t\tAD12 EFG 3\n        TNT1 A 0 A_PlaySound(\"insertshell\")\n\t\tTNT1 A 0 A_TakeInventory(\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget20\", 20)\n\t\tAD12 EFG 3\n        TNT1 A 0 A_PlaySound(\"insertshell\")\n\t\tTNT1 A 0 A_TakeInventory(\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget20\", 20)\n\t\tAD12 EFG 3\n        TNT1 A 0 A_PlaySound(\"insertshell\")\n\t\tTNT1 A 0 A_TakeInventory(\"ASGZAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget20\", 20)\n\t\tAD12 EFG 3\n        TNT1 A 0 A_PlaySound(\"insertshell\")\n\t\tTNT1 A 0 A_TakeInventory(\"ASGZAmmo\", 4)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget20\", 20)\n\t\tAD12 H 8\n        TNT1 A 0 A_PlaySound(\"H4SGCOCK\", 3)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTarget20\", 20)\n\t\tAD12 I 8 //A_PlaySound(\"weapons/sgpump\", 4)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 43,0)\n\t\tAD12 H 8\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget10\", 0, 43,0)\n\t\tTNT1 A 0 A_Jump(64,\"Pain.Avoid\")\n        Goto SeeContinue\n\n\tPossession:\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tASGZ G 3\n\t\tASGZ G 3 A_Pain\n\t\t\"####\" \"#\" 35 ACS_NamedExecuteAlways(\"Pos - Flicker effect\")\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\tGoto See\n\n\tPain.Head:\n\tPain:\n\t\tTNT1 A 0 A_Jump(20,\"Pain.Avoid\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKAutoshotty\", 1)\n        TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t    ASGZ G 3\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 43,0)\n\t\tASGZ G 3 A_Pain\n\t\tGoto See\n        TNT1 AAAA 0\n        TNT1 A 0 A_Pain\n        AS11 SSSSTT 10\n        TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n        Goto See\n\n\tPain.Avoid:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_Jump(255, \"AvoidLeft\", \"AvoidRight\")\n        Goto AvoidLeft\n\n\tAvoidLeft:\n\t    ASGZ A 1 A_FaceTarget\n\t    TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)\n        YRO4 ABCDEFGH 2 A_FaceTarget\n        Goto Missile\n\tAvoidRight:\n\t    ASGZ A 1 A_FaceTarget\n\t    TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)\n        YRO3 ABCDEFGH 2 A_FaceTarget\n        Goto Missile\n\tPain.Melee:\n\t\tTNT1 A 0 A_Jump(20,\"Pain.Avoid\")\n        ASGZ G 3\n        ASGZ G 3 A_Pain\n\t\tTNT1 A 0 A_Jump(20,\"Pain.Avoid\")\n        Goto SeeContinue\n\tDeath.Minor:\n    Death:\n\t\tTNT1 A 0 A_Jump(96, \"Death.Arm\")\n\t\tTNT1 A 0 A_Jump(128, \"Death.Melee\")\n        ASGZ H 5\n        ASGZ I 5 A_Scream\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        ASGZ J 5 A_Fall\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n        ASGZ KLM 5\n\tDeath.Down:\n\t\tTNT1 A 0 A_SpawnItem (\"DeadASGGuy1\")\n        Stop\n\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\t         TNT1 A 0\n\t         TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t \t\t    TNT1 A 0 A_TakeInventory(\"SKAutoshotty\", 1)\n         TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n        TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tAS11 G 1 A_FaceTarget\n        AS11 G 6\n        AS32 B 8\n\t\tGoto FallingAfterImpact\n\n\tPain.Kick:\n\tPain.SuperKick:\n\tPain.ExtremePunches:\n       TNT1 A 0\n\t   TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n        AS11 G 0 A_Pain\n\t\tTNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"SKAutoshotty\", 1)\n        TNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tAS11 G 1 A_FaceTarget\n        AS11 G 6 ThrustThing(angle*256/360+128, 10, 0, 0)\n        AS32 B 8\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\n\t\tGoto FallingAfterImpact\n\n\t\tFallingAfterImpact:\n\t\tAS32 B 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tAS32 B 1 A_CheckFloor (\"GetUp\")\n\t\tTNT1 A 0 A_JumpIf (momz == 0, \"GetUp\")\n\t\tLoop\n\n\t\tGetUp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 6, \"FallingDie\")\n\t\tTNT1 A 0 A_PlaySound(\"BODYF\",6)\n\t\tTNT1 A 0 A_TakeInventory(\"FallingHeight\", 100)\n\t\tAS11 SSSSSSS 5 A_JumpIf(momz < 0, \"FallingAfterImpact\")\n\n        TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tAS11 T 10\n\t\tTNT1 A 0 A_Jump(80,\"Pain.Avoid\")\n       Goto SeeContinue\n\n    FallingDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 //A_NoBLocking\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"BODYF\",6)\n\t\tID11 EF 2\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadASGGuy2\")\n\t\tStop\n\n\tDeath.Melee:\n        TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t   \tTNT1 A 0 A_JumpIfInventory (\"SKShotgunGuy\", 1, \"StealthKill\")\n    Death.Kick:\n\t\t TNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\t\t TNT1 A 0 A_Scream\n         TNT1 A 0 A_NoBlocking\n        TNT1 A 0 ThrustThingZ(0,30,0,1)\n        TNT1 A 0 A_FaceTarget\n        TNT1 A 0 A_Recoil (8)\n         AS11 VVGG 4\n\t\t AS32 BB 4\n\t\tTNT1 A 0 A_PlaySound(\"BODYF\",6)\n         TNT1 A 0 A_SpawnItem (\"DeadASGGuy2\")\n         Stop\n\n    XDeath:\n\tDeath.Landmine:\n        ASGZ O 0\n        ASGZ P 0 A_XScream\n        ASGZ Q 0 A_Fall\n\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 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 (\"Guts\", 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_SpawnItem (\"BigBloodSpot\")\n\t\t TNT1 A 1\n\t\t TNT1 A 2\n        Stop\n\n\tDeath.Shotgun:\n\t\tTNT1 A 0 A_JumpIfCloser(165, \"Death.Blast\")\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Death.Shotgunontheface\")\n\t\tGoto Death\n\n\t\tDeath.Blast:\n\t\tDeath.Railgun:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(12, \"Death.Arm\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 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\tZ5Z7 A 5 A_Stop\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tZ5Z7 BBBBBBB 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 26, 0, random (0, 360), 2, random (30, 60))\n\t\tZ5Z7 CCC 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 26, 0, random (0, 360), 2, random (10, 40))\n\t\tTNT1 A 0 A_PlaySound(\"BODYF\",6)\n\t\tZ5Z7 DD 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 6, 0, random (0, 360), 2, random (30, 60))\n\t\tTNT1 A 0 A_SpawnItem (\"DeadASGGuyZ5Z7E\")\n\t    Stop\n\n\tDeath.Shotgunontheface:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\", 1)\n\t\tTNT1 A 0 A_Jump(128, \"DeathShotgunFlying\")\n\t\tTNT1 A 0 A_Jump(48, \"Death.ARm\")\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_Pain\n\t\tASGZ G 1 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(13)\n\t\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 35, 0, random (0, 360), 2, random (0, 160))\n        ASGA ABCD 4\n\t\tASGA EFGHIJ 4 A_JumpIf((MomY == 0), \"DSFStop\")\n\t\tGoto DSFStop+1\n\n\tDSFStop:\n\t\tTNT1 A 0 A_SpawnItem(\"Ploft3\")\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 2, 0, random (170, 190), 2, random (0, 0))\n\t\tTNT1 A 0 A_PlaySound(\"BODYF\",6)\n\t\tASGA J 1 A_SpawnItem (\"DSFASGGuy1\", 1)\n\t\tStop\n\n\tDeathShotgunFlying:\n\t\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"SLIDESONWALLS\", 0)\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_FaceTarget\n        TNT1 A 0 A_Recoil (6)\n        AS11 V 5 A_CustomMissile (\"Brutal_LiquidBlood3\", 15, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 A 0 A_JumpIf((MomY == 0), \"TakeASeat\")\n\t\tAS11 V 5 A_CustomMissile (\"Brutal_LiquidBlood3\", 15, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 A 0 A_JumpIf((MomY == 0), \"TakeASeat\")\n\t\tAS11 G 5 A_CustomMissile (\"Brutal_LiquidBlood3\", 15, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 A 0 A_JumpIf((MomY == 0), \"TakeASeat\")\n\t\tAS11 G 5 A_CustomMissile (\"Brutal_LiquidBlood3\", 15, 0, random (0, 360), 2, random (0, 40))\n\t\tAS32 B 5 A_CustomMissile (\"Brutal_LiquidBlood3\", 15, 0, random (0, 360), 2, random (0, 40))\n\t\tAS32 B 5 A_CustomMissile (\"Brutal_LiquidBlood3\", 15, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadASGGuy2\")\n        Stop\n\tTakeASeat:\n\t    TNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 6, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_PlaySound(\"BODYF\",6)\n\t    AS11 V 5\n\t    TNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"DeadASGGuy_Slumped\", 10)\n\t\tStop\n\n\t\tDeath.cutless:\n        TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n        TNT1 A 0 A_Jump(16, \"Death\")\n\t\tTNT1 A 0 A_Jump(128, \"Death.Massacre2\")\n\t\tTNT1 A 0 A_Jump(22, \"Death.LegMassacre\")\n        Goto Death.Massacre\n\n\t\tDeath.Minigun:\n\t\tDeath.Massacre:\n        TNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem (\"BrutalizedASGGuy1\", 1)\n\t\tStop\n\n\t\tDeath.Massacre2:\n        TNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem (\"BrutalizedASGGuy_alt1\", 1)\n\t\tStop\n\n        Death.LegMassacre:\n        TNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 O 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem (\"BrutalizedASGGuyLeg\", 1)\n\t\tStop\n\n\t\tDeath.Arm:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n        ASG5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"DyingASGGuy\", 2)\n        Stop\n\n\t\tDeath.Leg:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 35, 0, random (0, 360), 2, random (0, 160))\n        ASG3 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Playsound (\"grunt/death\")\n\t\tASG3 B 3\n\t\tASG3 C 3 A_NoBlocking\n\t\tTNT1 A 0 A_Jump(32, \"LeaveCrawling\")\n        TNT1 A 0 A_SpawnItem (\"DyingASGGuyLegBlewedOff\")\n        Stop\n\n\t\tDeath.Crush:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAA 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 (\"xdeath4\", 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 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\tLeaveCrawling:\n\t     TNT1 A 0\n\t\t TNT1 A 0 A_SpawnItem (\"DyingASGGuyNoLeg\", 2)\n\t\t TNT1 A 0\n\t\t Stop\n\n\t\tHeadExploder:\n\t\tTNT1 A 0 A_Jump(72, \"Death.HeadExplode\")\n\t\tGoto Death.MinorHead\n\n\tDeath.Head:\n\t    TNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.Decaptate\")\n\t\t//TNT1 A 0 A_JumpIfHealthLower(-200, \"HeavyHead\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(-65, \"Death.HeadExplode\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"RandomHeadExploder\", 1, \"HeadExploder\")\n\tDeath.MinorHead:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Playsound(\"MinorHeadshot\", 0)\n\t\tTNT1 A 0 A_Jump(32, \"Death.MinorHeadLong\")\n        TNT1 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\tASGS U 6 A_Scream\n\t\tASGS V 6 A_NoBlocking\n\t\tASGS XY 6\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_PlaySound(\"BODYF\",6)\n        TNT1 A 0 A_SpawnItem (\"DeadASGGuy_NoBrain\", 1)\n\t\tStop\n\n\t\tDeath.MinorHeadLong:\n        TNT1 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\tASGS U 6 A_Scream\n\t\tASGS V 6 A_NoBlocking\n\t\tASGS VWVWVW 18 A_Pain\n\t\tASGS XY 6\n\t\tTNT1 A 0 A_PlaySound(\"BODYF\",6)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n        TNT1 A 0 A_SpawnItem (\"DeadASGGuy_NoBrain\", 1)\n\t\tStop\n\n\t\tDeath.HeadExplode:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\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 A 0 A_XScream\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAAAA 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\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n        ASGH ABBC 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tASGH CDE 8\n\t\tTNT1 A 0 A_PlaySound(\"BODYF\",6)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n        TNT1 A 0 A_SpawnItem (\"DeadASGGuy_NoHead\", 1)\n\t\tStop\n\n\t\tDeath.decaptate:\n        TNT1 AAAAAAA 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_CustomMissile (\"XDeathSergeantHead\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        ASGH AABBBC 8 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tASGH CDE 8\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_PlaySound(\"BODYF\",6)\n        TNT1 A 0 A_SpawnItem (\"DeadASGGuy_NoHead\", 1)\n\t\tStop\n\n\t\tDeath.Fatality:\n\t    TNT1 A 0 A_Pain\n\t    TNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"AutoshotgunGuyFatality\", 1)\n        Stop\n\n\t\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n\tTNT1 A 0\n\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\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMONST\", 1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(96,\"Death.LandMine\")\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\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 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 (\"XDeathSargeLeg2\", 32, 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    TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    AD14 AB 5\n\t\tAD14 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tAD14 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_PlaySound(\"BODYF\",6)\n\t\tTNT1 A 0 A_SpawnItem (\"DeadASGGuyAD14G\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_PlaySound(\"BODYF\",6)\n\t\tTNT1 A 0 A_SpawnItem (\"Ploft\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadASGGuyAD14G\")\n\t\tStop\n\n\tDeath.LandMine:\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\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t//TNT1 A 0 A_CustomMissile (\"GibHand\", 42, 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\tTNT1 AAAAAA 0 A_CustomMissile (\"BloodMistLarge\", 40, 0, random (0, 360), 2, random (20, 90))\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tAD16 A 1 A_Scream\n\t    AD16 A 9\n\t\tAD16 BCD 9 A_CheckFloor (\"Dead.Landmine\")\n\t\tAD16 DDDD 9 A_CheckFloor (\"Dead.Landmine\")\n\t\tTNT1 A 0 A_PlaySound(\"BODYF\",6)\n\t\tTNT1 A 0 A_SpawnItem (\"DeadASGGuyAD16E\")\n\t\tStop\n\n\t\tDead.Landmine:\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_PlaySound(\"BODYF\",6)\n\t\tTNT1 A 0 A_SpawnItem (\"Ploft\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadASGGuyAD16E\")\n\t\tStop\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(\"SKAutoshotty\", 1)\n\tTNT1 A 0 A_Fall\n\t//TNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 1\n\tTNT1 A 1\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(\"FrozenAutoShotgunguy\")\n\tStop\n\n    Raise:\n        ASGZ NMLKJIH 5\n        Goto SeeContinue\n    }\n}\n\nACTOR ASGZAmmo: Ammo\n{\n     Inventory.MaxAmount 12\n}\n\nActor DeadASGGuy1 : CurbstompedMarine\n{\nStates\n    {\n    Death.Fatality:\n    Death.Melee:\n    Death.Kick:\n\tDeath.ExplosiveImpact:\n         TNT1 A 0\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 (2)\n         ID11 GH 8\n         TNT1 A 1 A_SpawnItem (\"DeadASGGuy2\", 5)\n         Stop\n    Spawn:\n        ASGZ N -1\n        Stop\n\tRaise:\n\t\tASGZ M 1\n\t\tASGZ LKJ 1\n        TNT1 A 0 A_SpawnItem (\"ASGGuy\", 3)\n\t\tStop\n    Death:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tSPOS A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n         TNT1 A 1 A_SpawnItem (\"DeadASGGuy_NoLeg\", 5)\n        Stop\n\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 (\"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 AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\n    }\n}\n\nACTOR FlyingImpaledASGGuy\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    +CLIENTSIDEONLY\n    +RIPPER\n    +BLOODLESSIMPACT\n\t-DONTSPLASH\n\t+THRUGHOST\n    damagetype Blood\n\tDamageFactor \"BlueBloodSplasher\", 0.0\n    DamageFactor \"BlueSuperBloodSplasher\", 0.0\n\tDamageFactor \"bloodsplasher\", 0.0    DamageFactor \"tinybloodsplasher\", 0.0    DamageFactor \"superbloodsplasher\", 0.0    DamageFactor \"smallbloodsplasher\", 0.0\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        SZD1 FFFF 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Goto Fall\n\tFall:\n\t    SZD1 G 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(\"BigBloodSpot\",0,0,0,1)\n        SZD1 H -1\n        Stop\n     Splash:\n        TNT1 A 0\n        Stop\n    }\n}\n\nActor DeadASGGuy_NoBrain: DeadASGGuy1\n{Health 200 States{Spawn:\n        ASGS Z -1\n        Stop\tDeath:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 6, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_SpawnItem (\"DeadASGGuy_NoHead\", 1)\n\t\tStop\n    Death.Fatality:\n    Death.Melee:\n    Death.Kick:\n\tDeath.ExplosiveImpact:\n         TNT1 A 0\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 (2)\n         ID11 GH 8\n         TNT1 A 1 A_SpawnItem (\"DeadASGGuy_NoBrain\", 5)\n         Stop}}\n\nACTOR DyingASGGuy : SwitchableDecoration\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\tPainSound \"grunt/pain\"\n\tPainChance 255\n\tPainChance \"Fatality\", 256\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    DamageFactor \"SuperKick\", 6.0\n    DamageFactor \"Fatality\", 6.0\n\tDamageFactor \"bloodsplasher\", 0.0    DamageFactor \"tinybloodsplasher\", 0.0    DamageFactor \"superbloodsplasher\", 0.0    DamageFactor \"smallbloodsplasher\", 0.0\n\tDamageFactor \"BlueBloodSplasher\", 0.0\n    DamageFactor \"BlueSuperBloodSplasher\", 0.0\n\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+usespecial\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n\tStates\n\t{\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n\t\tActive:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n\t\tASG5 A 12\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    TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tASG5 A 10\n\tTNT1 A 0 A_Jump(120, \"Death\")\n\tGoto Suffer\n\n\tSuffer:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ASG5 BBBBB 2 A_CustomMissile (\"Brutal_LiquidBlood\", 18, 1, random(0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ASG5 CCCCC 2 A_CustomMissile (\"Brutal_LiquidBlood\", 18, 1, random(0, 360), 2, random (0, 45))\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\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n        TNT1 A 0 A_PlaySound(\"BLANKSND\")\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Saw:\n\tDeath.Cutless:\n\tDeath:\n\t    ASG5 D 8\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadASGGuy_NoArm\")\n\t\tStop\n\n    Death.Head:\n    Death.Decaptate:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\tTNT1 A 0 A_PlaySound(\"headex\", 0)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\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        ASG9 AABC 5\n        TNT1 A 0 A_SpawnItem (\"DeadASGGuy_NoHeadNoArms\", 1)\n\t\tStop\n\nDeath.Shotgun:\n        TNT1 A 0 A_PlaySound(\"BLANKSND\")\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 15\n        TNT1 A 0 A_SpawnItem (\"DeadASGGuy_NoArm\")\n\t\tStop\n\n\t\tDeath.Plasma: Death.Plasma2:\n        TNT1 A 0\n        TNT1 A 0 A_PlaySound(\"BLANKSND\")\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.SSG:\n        TNT1 A 0 A_PlaySound(\"BLANKSND\")\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus10Armor\")\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 AAAA 0 A_CustomMissile (\"xdeath4\", 32, 0, random (0, 360), 2, random (0, 160))\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 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        ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tZZD1 H -1\n        Stop\n\n\t\tLastStand:\n\n        TNT1 A 0 A_PlaySound(\"BLANKSND\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_SpawnItem (\"ASGGuyLastStand2\")\n\t\tStop\n\n\t}\n}\n\nActor DeadASGGuy_NoArm: DeadASGGuy1\n{Health 200 States{Spawn:\n        ASG5 E -1\n        Stop\n    Death.CutLess:\n    Death.Saw:\n\tDeath:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 6, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 6, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_SpawnItem (\"DeadASGGuy_NoHeadNoArms\", 1)\n\t\tStop\n    Death.Fatality:\n    Death.Melee:\n    Death.Kick:\n\tDeath.ExplosiveImpact:\n         TNT1 A 0\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 (2)\n         ID11 OP 8\n         TNT1 A 1 A_SpawnItem (\"DeadASGGuy_NoArm\", 5)\n         Stop}}\n\nActor DeadASGGuy_NoHeadNoArms: DeadASGGuy1\n{Health 200 States{Spawn:\n        ASG9 C -1\n        Stop\tDeath:\n    Death.CutLess:\n    Death.Saw:\n\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\n  \t    TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"xdeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n    Death.Fatality:\n    Death.Melee:\n    Death.Kick:\n\tDeath.ExplosiveImpact:\n         TNT1 A 0\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 (2)\n         ID11 OP 8\n         TNT1 A 1 A_SpawnItem (\"DeadASGGuy_NoHeadNoArms\", 5)\n         Stop}}\n\nActor DeadASGGuy_NoHead: DeadASGGuy1\n{Health 200 States{Spawn:\n        ASGH E -1\n        Stop\tDeath:\n    Death.CutLess:\n    Death.Saw:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tPOS3 A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n         TNT1 A 1 A_SpawnItem (\"DeadASGGuy_NoHeadNoArms\", 5)\n        Stop\n    Death.Fatality:\n    Death.Melee:\n    Death.Kick:\n\tDeath.ExplosiveImpact:\n         TNT1 A 0\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 (2)\n         ID11 GH 8\n         TNT1 A 1 A_SpawnItem (\"DeadASGGuy_NoHead\", 5)\n         Stop}}\n\nACTOR BrutalizedASGGuyLeg: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    ASG3 A 15\n\tGoto DieNow\n\n    DieNow:\n\tASG3 BCD 5\n\tTNT1 A 0 A_SpawnItem (\"DeadASGGuy_NoLeg\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\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\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 DyingASGGuyNoLeg : SwitchableDecoration\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    +FLOORCLIP\n    +LOOKALLAROUND\n\t+FRIGHTENED\n\t+SOLID\n\t+FLOORCLIP\n\tDamageFactor \"Kick\", 6.0\n\tDamageFactor \"SuperKick\", 6.0\n\tDamageFactor \"trample\", 2.0\n\tDamageFactor \"bloodsplasher\", 0.0    DamageFactor \"tinybloodsplasher\", 0.0    DamageFactor \"superbloodsplasher\", 0.0    DamageFactor \"smallbloodsplasher\", 0.0\n\tPainChance \"Kick\", 255\n\tPainChance \"SuperKick\", 255\n\tDamageFactor \"Leg\", 0.0\n\tDamageFactor \"BlueBloodSplasher\", 0.0\n    DamageFactor \"BlueSuperBloodSplasher\", 0.0\n\t+usespecial\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n    States\n    {\n\tPain.Kick:\n\tPain.SuperKick:\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\tASAK ABA 6\n\tASAM A 15\n\tGoto See\n\n\tDeath.Kick:\n\tDeath.SuperKick:\n\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\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n\t\tActive:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n\t\tASAM AB 8\n        Stop\n\n    Spawn:\n\tASAM A 1 A_Look\n\tLoop\n    See:\n\t\tASAM ABAB 10 A_Wander\n\t\tTNT1 A 0 A_CustomMissile (\"Brutal_LiquidBlood\", 1, 1, random(0, 360), 2, random (0, 45))\n        ASAM 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\", 15, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n        TNT1 A 0 A_PlaySound(\"BLANKSND\")\n\tTNT1 A 0\n\tGoto Death\n\n\t\tDeath:\n\t\tTNT1 A 0 A_PlaySound(\"grunt/death\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DeadASGGuy_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_SpawnItem (\"ASGGuyLastStand1\")\n\t\tStop\n\t}\n}\n\nActor DeadASGGuy_NoLeg: DeadShotgunGuy_NoArm\n{Health 200 States{Spawn:\n        ASG3 F -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Saw:\n  \t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n    Death.Fatality:\n    Death.Melee:\n    Death.Kick:\n         TNT1 A 0\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 (2)\n         ID11 MN 8\n         TNT1 A 1 A_SpawnItem (\"DeadASGGuy_NoLeg\", 5)\n         Stop}}\n\nACTOR DyingASGGuyLegBlewedOff: DyingASGGuyNoLeg\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\tPainSound \"grunt/pain\"\n\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    DamageFactor \"SuperKick\", 6.0\n\tDamageFactor \"bloodsplasher\", 0.0    DamageFactor \"tinybloodsplasher\", 0.0    DamageFactor \"superbloodsplasher\", 0.0    DamageFactor \"smallbloodsplasher\", 0.0\n\tDamageFactor \"BlueBloodSplasher\", 0.0\n    DamageFactor \"BlueSuperBloodSplasher\", 0.0\n\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+usespecial\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n\tStates\n\t{\n\t    Death.Fatality:\n\t\tDeath.SuperPunch:\n\t\tActive:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n\t\tASG3 A 12\n        Stop\n\n\tSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tASG3 A 10\n\tTNT1 A 0 A_Jump(160, \"Death\")\n\tGoto Suffer\n\n\tSuffer:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ASG3 DDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood\", 18, 1, random(0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ASG3 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 18, 1, random(0, 360), 2, random (0, 45))\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\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n        TNT1 A 0 A_PlaySound(\"BLANKSND\")\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Saw:\n\tDeath.Cutless:\n\tDeath:\n        TNT1 A 0 A_PlaySound(\"BLANKSND\")\n\t    ASG3 GH 6\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadASGGuy_NoLeg\")\n\t\tStop\n\n    Death.Head:\n    Death.Decaptate:\n        TNT1 A 0 A_PlaySound(\"BLANKSND\")\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\tTNT1 A 0 A_PlaySound(\"headex\", 0)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\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        ASG3 IJ 6\n        TNT1 A 0 A_SpawnItem (\"DeadASGGuy_NoLeg\", 1)\n\t\tStop\n\nDeath.Shotgun:\n        TNT1 A 0 A_PlaySound(\"BLANKSND\")\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 15\n        TNT1 A 0 A_SpawnItem (\"DeadASGGuy_NoArm\")\n\t\tStop\n\n Death.Plasma: Death.Plasma2:\n        TNT1 A 0\n        TNT1 A 0 A_PlaySound(\"BLANKSND\")\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.SSG:\n        TNT1 A 0 A_PlaySound(\"BLANKSND\")\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 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        ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tZZD1 H -1\n        Stop\n\t}\n}\n\nActor DeadASGGuy1MeleeDeath\n{\n    Radius 20\n    Height 16\n    +SHOOTABLE\n    -SOLID\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    -CORPSE\n\t-DONTGIB\n\t-TELESTOMP\n\tDamageFactor \"Crush\", 50.0\n\tDamageFactor \"BlueBloodSplasher\", 0.0\n    DamageFactor \"BlueSuperBloodSplasher\", 0.0\nDamageFactor \"bloodsplasher\", 0.0    DamageFactor \"tinybloodsplasher\", 0.0    DamageFactor \"superbloodsplasher\", 0.0    DamageFactor \"smallbloodsplasher\", 0.0\n    Mass 210\n    Health 35\n    DamageFactor \"Blood\", 0.0\n    PainChance \"Melee\", 255\n    DamageFactor \"Melee\", 20.0\n    DamageFactor \"Kick\", 20.0\n    DamageFactor \"Fatality\", 20.0\n    DamageFactor \"Trample\", 0.0\n\tDamageFactor \"ExplosiveImpact\", 10.0\nStates\n    {\n    Death.Fatality:\n    Death.Melee:\n    Death.Kick:\n\tDeath.ExplosiveImpact:\n         TNT1 A 0\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 (2)\n         ID11 G 8\n\t\t ID32 B 8\n         TNT1 A 1 A_SpawnItem (\"DeadASGGuy1MeleeDeath\", 5)\n         Stop\n    Spawn:\n        ASG6 D -1\n        Stop\n\tRaise:\n\t\tASG6 CBA 1\n        TNT1 A 0 A_SpawnItem (\"ASGGuy\", 3)\n\t\tStop\n    Death:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tFID2 E 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n         TNT1 A 1 A_SpawnItem (\"DeadASGGuy_NoLeg\", 5)\n        Stop\n\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 (\"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 AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\n    }\n}\n\nACTOR BrutalizedASGGuy1 : SwitchableDecoration\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 20\n\tPainSound \"grunt/pain\"\n\tPainChance 255\n\tMass 0x7FFFFFFF\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+usespecial\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n\tDamageFactor \"bloodsplasher\", 0.0    DamageFactor \"tinybloodsplasher\", 0.0    DamageFactor \"superbloodsplasher\", 0.0    DamageFactor \"smallbloodsplasher\", 0.0\n\tDamageFactor \"BlueBloodSplasher\", 0.0\n    DamageFactor \"BlueSuperBloodSplasher\", 0.0\n\tScale 1.0\n\tStates\n\t{\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n\t\tActive:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n\t\tASG1 A 12\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    ASG1 A 30\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedASGGuyStop\")\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    ASG1 B 16\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedASGGuy2\")\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 BrutalizedASGGuyStop: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\n\tASG7 ABC 5 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\n\tASG7 C -1\n       Stop    }}\n\nACTOR BrutalizedASGGuy2: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    ASG1 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\tASG1 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 (\"BrutalizedASGGuy3\")\n\t\tStop\n}}\n\nACTOR BrutalizedASGGuy3: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    ASG1 C 35\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop3\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tSZD1 C 12\n\t\t TNT1 AAAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAA 0 A_CustomMissile (\"Guts\", 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 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t    TNT1 A 0\n\t\tSZD1 EFGH 6\n\t\tSZD1 H -1\n\t\tStop\n}}\n\nACTOR BrutalizedASGGuy_alt1 : SwitchableDecoration\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 20\n\tPainSound \"grunt/pain\"\n\tPainChance 255\n\tMass 0x7FFFFFFF\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tDamageFactor \"bloodsplasher\", 0.0    DamageFactor \"tinybloodsplasher\", 0.0    DamageFactor \"superbloodsplasher\", 0.0    DamageFactor \"smallbloodsplasher\", 0.0\n\tDamageFactor \"BlueBloodSplasher\", 0.0\n    DamageFactor \"BlueSuperBloodSplasher\", 0.0\n\tScale 1.0\n\t+usespecial\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets | THINGSPEC_NoDeathSpecial\n\tStates\n\t{\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n\t\tActive:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n\t\tASG6 A 12\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    ASG6 A 40\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedASGGuyStop_alt1\")\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    ASG7 A 16\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedASGGuy2_alt1\")\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 BrutalizedASGGuyStop_alt1: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\n\tASG7 ABC 5 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\n\tASG7 C -1\n       Stop    }}\n\nACTOR BrutalizedASGGuy2_alt1: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    ASG7 A 30\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedASGGuyStop2_alt1\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tASG8 A 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 (\"BrutalizedASGGuy3_alt1\")\n\t\tStop\n}}\n\nactor BrutalizedASGGuyStop2_alt1: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nASG7 AB 6 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nASG7 C -1\n       Stop    }}\n\nACTOR BrutalizedASGGuy3_alt1: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    ASG8 A 30\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedASGGuyStop3_alt1\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 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\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedASGGuy4_alt1\")\n\t\tStop\n}}\n\nactor BrutalizedASGGuyStop3_alt1: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nASG8 AB 6 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nASG8 C -1\n       Stop    }}\n\nACTOR BrutalizedASGGuy4_alt1: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    ASG9 A 30\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedASGGuyStop4_alt1\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 AAAAA 0 A_CustomMissile (\"Guts\", 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 (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedASGGuy5_alt1\")\n\t\tStop\n}}\n\nactor BrutalizedASGGuyStop4_alt1: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nASG9 AB 6 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nASG9 C -1\n       Stop    }}\n\nactor BrutalizedASGGuy5_alt1: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nASG9 DD 6 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nASG9 D -1\n       Stop    }}//DSFASGGuy1\n\nactor DSFASGGuy1: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nASGA J 6 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nASGA J -1\n       Stop    }}\n\nactor DeadASGGuy2: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nAS11 U 6 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nAS11 U -1\n       Stop    }}\n\nActor DeadASGGuy_Slumped: ZombiemanTorso\n{\n+NOPAIN\nHealth 200\nDamageFactor \"Head\", 15.0\nHeight 22\nRadius 6\nStates{Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(6)\n\t\tBR97 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\tBR97 A 16\n        Loop\n\tLayDown:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"DeadASGGuy2\")\n\tStop\n\tXDeath:\n\tDeath.Explosives:\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SargeXDeath\")\n\t\tStop\n\n\tDeath.Head:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShotgunguyHeadExplode\", 0, 0, 22)\n\t\tTNT1 A 0 A_SpawnItem(\"DeadASGGuy_Slumped_NoHead\")\n\t\tStop\n\n\tDeath:\n\t    TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 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 (\"XDeathArm1\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShotgunguyHeadExplode\", 0, 0, 22)\n\t\tTNT1 A 0 A_SpawnItem(\"DeadShotgunguyJustLegsAreLeft\")\n\t\tStop\n\t\t}}\n\nActor DeadASGGuy_Slumped_NoHead: ZombiemanTorso\n{\n+NOPAIN\nHeight 22\nStates{Spawn:\n\t\tTNT1 A 0\n\t\tBR97 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(\"SargeXDeath\")\n\t\tStop\n\tDeath:\n\t    TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"Guts\", 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 (\"XDeathArm1\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_SpawnItem(\"DeadShotgunguyJustLegsAreLeft\")\n\t\tStop\n\t\t}}\n\nactor DeadASGGuyZ5Z7E: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\n\t\tZ5Z7 E -1\n\t\tStop    }}\n\nactor DeadASGGuyAD14G: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\n\t\tAD14 G -1\n\t\tStop    }}\n\nactor DeadASGGuyAD16E: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\n\t\tAD16 E -1\n\t\tStop    }}"
      },
      {
        "source": "pk3",
        "name": "Actors/MonsterExpansion/Monsters/BruiserDemon.txt",
        "contents": "Actor BruiserDemon : BaronofHell\n{\n  //$Title \"Bruiser Demon\"\n  //$Category XV117Monsters\n  Health 1250\n  Radius 24//43spriteW(110%=47)\n  Height 81//74spriteH(110%=81)\n  Scale 1.1\n  Mass 1060\n  Speed 6\n  PainChance 25\n  Monster\n  +FloorClip\n  +MISSILEMORE\n  +NoRadiusDmg\n  +DONTHARMSPECIES\n  MissileType BruiserBall\n  SeeSound \"superbaron/scream\"\n  PainSound \"superbaron/pain\"\n  DeathSound \"superbaron/death\"\n  ActiveSound \"superbaron/act\"\n  MeleeSound \"baron/melee\"\n  Obituary \"%o was slaughtered by a Bruiserdemon.\"\n  HitObituary \"%o was cremated by a Bruiserdemon.\"\n  Tag \"Bruiser Demon\"\n  MeleeDamage 20\n  DropItem \"DemonRuneMix\" 8\n  States\n  {\n  Spawn:\n    BRUS AB 10 Bright A_Look\n    Loop\n\n  See:\n    BRUS AABBCCDD 3 Bright A_Chase\n    Loop\n  Melee:\n    BRUS E 6 Bright A_FaceTarget\n    BRUS F 6 Bright A_FaceTarget\n    BRUS G 6 Bright A_ComboAttack\n    Goto See\n  Missile:\n    BRUS E 0 Bright A_Jump(96, 8)//BruiserBall2\n    BRUS EF 8 Bright A_FaceTarget\n    BRUS G 8 Bright A_MissileAttack\n    BRUS G 0 Bright A_Jump(128, 1)//2nd MissileAttack\n    Goto See\n    BRUS HI 8 Bright A_FaceTarget\n    BRUS J 8 Bright A_MissileAttack\n    Goto See\n    BRUS E 0 Bright A_Jump(64, 20)//BruiserFire\n    BRUS E 8 Bright A_FaceTarget\n    BRUS F 8 Bright A_FaceTarget\n    BRUS F 1 Bright A_Custommissile(\"BruiserBall2\",41,0,-40,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",41,0,-30,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",41,0,-20,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",41,0,-10,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",41,0,0,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",41,0,10,0)\n    BRUS G 1 Bright A_Custommissile(\"BruiserBall2\",41,0,20,0)\n    BRUS G 0 Bright A_Jump(128, 1)//2nd BruiserBall2\n    Goto See\n    BRUS H 8 Bright A_FaceTarget\n    BRUS I 8 Bright A_FaceTarget\n    BRUS I 1 Bright A_Custommissile(\"BruiserBall2\",41,0,40,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",41,0,30,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",41,0,20,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",41,0,10,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",41,0,0,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",41,0,-10,0)\n    BRUS J 1 Bright A_Custommissile(\"BruiserBall2\",41,0,-20,0)\n    Goto See\n    BRUS KL 8 Bright A_FaceTarget\n    BRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,-15,0)\n    BRUS M 2 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,0,0)\n    BRUS M 1 Bright A_Custommissile(\"BruiserFireSpawner\",16,0,15,0)\n    Goto See\n  Pain:\n    BRUS N 5 Bright A_Pain\n     Goto See\n  Death:\n    BRUD A 6 Bright A_Scream\n\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 30, 0, random (0, 360), 2, random (30, 90))\n\t TNT1 AAAA 0 A_CustomMissile (\"BruiserFire\", 30, 0, random (0, 360), 2, random (30, 90))\n    BRUD BCD 4 Bright\n\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 30, 0, random (0, 360), 2, random (30, 90))\n    BRUD EFG 4 Bright\n    BRUD H 4 Bright A_Fall\n\tTNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"Guts2\", 32, 0, random (0, 360), 2, random (0, 160))\n    BRUD IJKLMNOP 4 Bright\n    TNT1 AAA 0 A_CustomMissile (\"RocketSmokeTrail52\", 2, 0, random (70, 110), 2, random (0, 360))\n    TNT1 AAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n    BRUD QRSTUV 4\n\tTNT1 AAA 0 A_CustomMissile (\"RocketSmokeTrail52\", 2, 0, random (70, 110), 2, random (0, 360))\n    TNT1 AAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n    BRUD W -1\n    Stop\n\n\tXDeath:\n\t    BRUD A 6 Bright A_Scream\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_LiquidBlood2\", 26, 0, random (0, 360), 2, random (30, 60))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_LiquidBlood2\", 26, 0, random (0, 360), 2, random (10, 40))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"BruiserFire\", 30, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_LiquidBlood2\", 6, 0, random (0, 360), 2, random (30, 60))\n\t\tTNT1 A 0 A_PlaySound (\"misc/xdeath4\")\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    BRUD BCD 4 Bright\n\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    BRUD EFG 4 Bright\n    BRUD H 4 Bright A_Fall\n\tTNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"Guts2\", 32, 0, random (0, 360), 2, random (0, 160))\n    BRUD IJKLMNOP 4 Bright\n    TNT1 AAA 0 A_CustomMissile (\"RocketSmokeTrail52\", 2, 0, random (70, 110), 2, random (0, 360))\n    TNT1 AAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n    BRUD QRSTUV 4\n\tTNT1 AAA 0 A_CustomMissile (\"RocketSmokeTrail52\", 2, 0, random (70, 110), 2, random (0, 360))\n    TNT1 AAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n    BRUD W -1\n    Stop\n  }\n}\n\nActor BruiserBall\n{\n  Radius 16\n  Height 16\n  Speed 18\n  Damage 5\n  Projectile\n  +Randomize\n  RenderStyle \"ADD\"\n  Alpha 0.9\n  SeeSound \"imp/attack\"\n  DeathSound \"imp/shotx\"\n  DamageType Fire\n  Decal Scorch\n  States\n  {\n  Spawn:\n    BRBA AABB 2 Bright A_SpawnItemEx(\"BruiserBallTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n    Loop\n  Death:\n    BRBA KLMNOPQRSTUVWX 3 Bright\n    Stop\n  }\n}\n\nActor BruiserBall2\n{\n  Radius 8\n  Height 8\n  Speed 10\n  Damage 5\n  Projectile\n  +Randomize\n  RenderStyle Add\n  Alpha 0.9\n  SeeSound \"imp/attack\"\n  DeathSound \"imp/shotx\"\n  DamageType Fire\n  Decal BaronScorch\n  States\n  {\n  Spawn:\n    BRB2 AB 6 Bright\n    Loop\n  Death:\n    BRB2 CDEFGHI 3 Bright\n    Stop\n  }\n}\n\nActor BruiserFireSpawner\n{\n  Radius 8\n  Height 8\n  Speed 12\n  Damage 0\n  +Ripper\n  +FloorHugger\n  +BloodlessImpact\n  Projectile\n  MissileType BruiserFire\n  Missileheight 0\n  States\n  {\n  Spawn:\n    TNT1 A 3 Bright A_MissileAttack\n    TNT1 A 3\n    TNT1 A 3\n    Loop\n  Death:\n    TNT1 A 6\n    Stop\n  }\n}\n\nActor BruiserBallTrail\n{\n  Radius 1\n  Height 1\n  Speed 0\n  Projectile\n  RenderStyle Add\n  Alpha 0.70\n  +NoClip\n  States\n  {\n  Spawn:\n    BRBA CDEFGHIJ 4 Bright\n    Stop\n  }\n}\n\nActor BruiserFire\n{\n  Radius 1\n  Height 1\n  Speed 0\n  Damage 5\n  Projectile\n  RenderStyle Add\n  Alpha 0.9\n  +NoClip\n  +FloorHugger\n  DamageType Fire\n  SeeSound \"pyro/flame\"\n  States\n  {\n  Spawn:\n    XXBF AB 3 Bright Radius_Quake (3, 8, 0, 15, 0)//(intensity, duration, damrad, tremrad, tid)\n    XXBF C 3 Bright A_Explode(28,128,0)\n    XXBF DEFGHIJKLMNOPQRST 3 Bright\n    Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/MonsterExpansion/Monsters/ChainsawZombie.txt",
        "contents": "ACTOR ChainsawZombie : RifleZombie\n{\n\t//$Title \"Chainsaw Zombie\"\n\t//$Category XV117Monsters\n\tHealth 40\n\tRadius 20//40spriteW(98%=39)\n\tHeight 54//55spriteH(98%=54)\n\tScale 0.98\n\tMass 100\n\tSpeed 12\n\tPainChance 255\n\tPainChance \"Avoid\", 10\n\tPainChance \"Head\", 255\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"Taunt\", 255\n\tPainChance \"HelperMarineFatality\", 255\n\tdamagefactor \"Crush\", 5.0\n\tdamagefactor \"GibRemoving\", 0.0\n\tdamagefactor \"DontCallTheBaron\", 0.0\n\tPainChance \"MonsterKnocked\", 255\n\tdamagefactor \"HelperMarineFatallity\", 3.0\n\tdamagefactor \"Avoid\", 1.0\n\tdamagefactor \"SSG\", 50.0\n\tPainChance \"ExplosiveImpact\", 255\n\tdamagefactor \"TeleportRemover\", 0.0\n\tPainChance \"Trample\", 255\n\tdamagetype \"Saw\"\n\tdamagefactor \"Kick\", 0.4\n\tdamagefactor \"Shrapnel\", 0.4\n\tdamagefactor \"ExplosiveImpact\", 0.6\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tMONSTER\n\t+FLOORCLIP\n\t-DOHARMSPECIES\n\tObituary \"%o was sliced by a madman zombie with a chainsaw!\"\n\tTag \"Chainsaw Zombie\"\n\tSeeSound \"grunt/sight\"\n\tMeleeSound \"weapons/sawhit\"\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\tActiveSound \"grunt/active\"\n\tAttackSound \"weapons/sawhit\"\n\tDropItem \"Chainsaw\"\n    States\n    {\n    Spawn:\n        CHAN A 2 A_Look\n        CHAN A 2 A_PlayWeaponSound(\"weapons/chainsaw/idle\")\n        CHAN A 2 A_Look\n        CHAN B 2 A_PlayWeaponSound(\"weapons/chainsaw/idle\")\n        CHAN B 2 A_Look\n        CHAN B 2 A_PlayWeaponSound(\"weapons/chainsaw/idle\")\n\t\tLoop\n\n    See:\n        CHAN A 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n        CHAN B 2 A_Chase\n\t\tTNT1 A 0  A_PlayWeaponSound(\"weapons/chainsaw/idle\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tCHAN C 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n\t\tCHAN D 2 A_Chase\n\t\tTNT1 A 0  A_PlayWeaponSound(\"weapons/chainsaw/idle\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tTNT1 A 0 A_SpawnItem (\"LegTargetBase\", 20)\n        Loop\n    Melee:\n        CHAN E 2 A_FaceTarget\n\t\tTNT1 A 0 Radius_Quake (2,3,0,2,0)//(intensity, duration, damrad, tremrad, tid)\n        CHAN F 2 A_CustomMissile(\"SawAttack\",27,0,0,0)\n        Goto See\n\t\tMissile:\n\t\tgoto See\n\n    Raise:\n        CHAN NMLKJIH 5\n        Goto See\n\tPain:\n\t    TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 8)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tCHAN G 3\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 36,0)\n\t\tCHAN G 3 A_Pain\n\t\tTNT1 A 0 A_Jump(196, \"Missile\")\n\t    Goto SeeContinue\n        TNT1 AAAA 0\n        TNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_ChangeFlag(\"SPECTRAL\", 0)\n\t\tTNT1 A 0 A_TAkeInventory(\"BarrelExpMeasure\", 100)\n        ID11 F 8\n        Goto GetUp+2\n\t}\n}\n\nACTOR SawAttack: BaronBall\n{\n\tRadius 10\n\tHeight 18\n\tDamageType Saw\n\tProjectile\n\t+RANDOMIZE\n    Damage 1\n\t+FORCEXYBILLBOARD\n    +THRUGHOST\n    +BLOODSPLATTER\n\tRenderStyle Add\n\tAlpha 0.6\n\tHitObituary \"$OB_IMPHIT\"\n    Obituary \"$OB_IMPHIT\"\n\t+DONTHURTSPECIES\n\n\tSeeSound \"None\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n    Speed 20\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 4 BRIGHT\n\t\tStop\n\tDeath:\n        //TNT1 A 0 A_PlaySound(\"RIP\")\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/MonsterExpansion/Monsters/CyberBaron.txt",
        "contents": "ACTOR Cyberbaron : BaronofHell2\n{\n\t//$Title \"Cyber Baron of Hell\"\n\t//$Category XV117Monsters\n\tobituary \"%o was shocked-and-awed by a cyber baron\"\n\thitobituary \"%o was ripped to shreds by a cyber baron\"\n\tTag \"Cyber Baron\"\n\thealth 1250\n\tradius 24//43spriteW(110%=47)\n\theight 64//73spriteH(110%=80)\n\tScale 1.1\n\tmass 1045\n\tspeed 6\n\tpainchance 25\n\tPainChance \"Avoid\", 135\n\tDamageFactor \"Crush\", 10.0\n\tDamageFactor \"GreenFire\", 1.05\n\tDamageFactor \"Desintegrate\", 0.95\n\tdamagefactor \"SSG\", 0.85\n\tdamagefactor \"Head\", 0.6\n\tDamageFactor \"Ice\", 1.01 DamageFactor \"Freeze\", 1.01 DamageFactor \"Frost\", 1.01\n\tDamageFactor \"Blood\", 0.0 DamageFactor \"BlueBlood\", 0.0 DamageFactor \"GreenBlood\", 0.0\n\tDamageFactor \"Head\", 1.4\n\tDamageFactor \"Avoid\", 0.0\n\tdamagefactor \"killme\", 0.0\n\tBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tDropItem \"DemonRuneMix\" 8\n\tPainChance \"Kick\", 200\n\tPainChance \"ExtremePunches\", 200\n\tPainChance \"Head\", 255\n\tPainChance \"Explosive\", 255\n\tseesound \"cbaron/sight\"\n\tpainsound \"cbaron/pain\"\n\tdeathsound \"cbaron/death\"\n\tactivesound \"cbaron/active\"\n\t+DONTHARMSPECIES\n\tMONSTER\n\t+NOICEDEATH\n\t+DONTRIP\n\t+FLOORCLIP\n\n  states\n  {\n  Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tCBOS AB 10 A_Look\n\t\tGoto Stand\n\n\tStand:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"Stand2\")\n\t\tCBOS A 0 A_SpawnItem(\"HeadshotTarget20b\", 0, 58,0)\n\t\tCBOS BBBBBBBBBB 5 A_Look\n\t\tLoop\n\n\tStand2:\n\t\tCBOS B 11 A_Look\n\t\tGoto Stand\n\n  See:\n\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n\tCBOS A 0 A_playsound(\"cbaron/metal\")\n    CBOS AA 3 A_chase\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n    CBOS B 0 A_PlaySound(\"master/walk\", 5)\n\tCBOS BB 3 A_chase\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n\tCBOS C 0 A_playsound(\"cbaron/metal\")\n    CBOS CC 3 A_chase\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n\tCBOS D 0 A_PlaySound(\"master/walk\", 5)\n    CBOS DD 3 A_chase\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n    loop\n\n  Melee:\n\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n    CBOS P 6 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n\tCBOS Q 6 A_FaceTarget\n\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n    CBOS R 6 A_CustomMissile(\"BaronAttack\",40,0,0,0)\n\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n    Goto See\n\n  Missile://Y=37 | X=17.5\n\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n    CBOS E 0 A_jump(96,\"BaronBall\")\n\tCYUS E 0 A_JumpIfCloser(280, \"FlameOn\")\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n    CBOS E 12 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n\tCYUS F 0 A_PlaySound(\"DSRFIRE\")\n    CBOS F 6 Bright A_CustomMissile(\"CyberKnightMissile\",41,19,0)\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n    CBOS E 12 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n\tCYUS F 0 A_PlaySound(\"DSRFIRE\")\n\tCBOS F 6 Bright A_CustomMissile(\"CyberKnightMissile\",41,19,0)\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n    CBOS E 12 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n\tCYUS F 0 A_PlaySound(\"DSRFIRE\")\n\tCBOS F 6 Bright A_CustomMissile(\"CyberKnightMissile\",41,19,0)\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n    CBOS E 12 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 0)\n    goto See\n\n  BaronBall:\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n    CBOS P 6 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n\tCBOS Q 6 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n    CBOS R 6 A_CustomMissile(\"BaronBall\", 40, 0, 0, 1)\n\tCBOS Q 6 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n\tCBOS P 6 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n\tCBOS Q 6 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n    CBOS R 6 A_CustomMissile(\"BaronBall\", 40, 0, 0, 1)\n\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 0)\n    Goto See\n\n  FlameOn:\n\t\tTNT1 A 0 A_PlaySound(\"FLMDRAW\",2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n\t\tCBOS E 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"RealFlameTrailsSmall\", 41, 19, random (0, 360), 1, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 41, 19, random (0, 140), 1, random (0, 160))\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 41, 19, 15, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n\t\tCBOS E 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"RealFlameTrailsSmall\", 41, 19, random (0, 360), 1, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 41, 19, random (0, 140), 1, random (0, 160))\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 41, 19, 15, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n\t\tCBOS E 2 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"RealFlameTrailsSmall\", 41, 19, random (0, 360), 1, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallFlameTrails\", 41, 19, random (0, 140), 1, random (0, 160))\n        TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 41, 19, 15, 0)\n\n\t\tTNT1 A 0 A_PlaySound(\"BREATHOF\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n\t\tCBOS F 8 BRIGHT A_CustomMissile(\"XV_FlamethrowerMissile\",41,19,0)\n\t\tCBOS F 8 BRIGHT A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n\t\tCBOS F 8 BRIGHT A_CustomMissile(\"XV_FlamethrowerMissile\",41,19,0)\n\t\tCBOS F 8 BRIGHT A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"BREATHOF\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n\t\tCBOS F 8 BRIGHT A_CustomMissile(\"XV_FlamethrowerMissile\",41,19,0)\n\t\tCBOS F 8 BRIGHT A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n\t\tCBOS F 8 BRIGHT A_CustomMissile(\"XV_FlamethrowerMissile\",41,19,0)\n\t\tCBOS F 8 BRIGHT A_FaceTarget\n\t\tTNT1 A 0 A_CheckSight(\"See\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 0)\n\t\tGoto See\n\n\tCurbstompMarine:\n        TNT1 A 0 A_SetInvulnerable\n       CB4F ABCC 6\n\t   TNT1 A 0 A_playsound(\"cbaron/metal\")\n\t   CB4F CC 5\n\t   TNT1 A 0 A_PlaySound(\"BIGSCREA\", 5)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   TNT1 AAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   TNT1 AAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   CB4F DC 1 BRIGHT\n\t   EXPL A 0 Radius_Quake (3, 60, 0, 11, 0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   CB4F DC 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   CB4F DC 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",30,19,0)\n\t   CB4F DC 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",30,19,0)\n\t   CB4F DC 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",30,19,0)\n\t   TNT1 AAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   TNT1 AAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   CB4F DE 1 BRIGHT\n\t   EXPL AAA 0 A_CustomMissile (\"FireballExplosionFlamesBig\", 14, 0, random (0, 360), 2, random (0, 360))\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",30,19,0)\n\t   CB4F DE 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",30,19,0)\n\t    TNT1 AAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   TNT1 AAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   CB4F DE 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",30,19,0)\n\t   CB4F EF 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",30,19,0)\n\t    TNT1 AAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   TNT1 AAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   CB4F DE 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",30,19,0)\n\t    TNT1 AAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   TNT1 AAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   CB4F DE 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",30,19,0)\n\t    TNT1 AAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   TNT1 AAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   CB4F EF 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   CB4F EF 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   CB4F EF 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   CB4F EF 1 BRIGHT\n\t    TNT1 AAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   TNT1 AAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",30,19,0)\n\t   CB4F FG 1 BRIGHT\n\t   EXPL AAA 0 A_CustomMissile (\"FireballExplosionFlamesBig\", 14, 0, random (0, 360), 2, random (0, 360))\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",30,19,0)\n\t    TNT1 AAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   TNT1 AAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   CB4F FG 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",30,19,0)\n\t   CB4F FG 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",30,19,0)\n\t   CB4F FG 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   CB4F FG 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   CB4F GH 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t    TNT1 AAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   TNT1 AAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   CB4F GH 1 BRIGHT\n\t   EXPL AAA 0 A_CustomMissile (\"FireballExplosionFlamesBig\", 14, 0, random (0, 360), 2, random (0, 360))\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",30,19,0)\n\t    TNT1 AAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   TNT1 AAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   CB4F GH 1 BRIGHT\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",27,16,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",22,13,0)\n\t   TNT1 A 0 A_CustomMissile(\"FlamethrowerMissile\",30,19,0)\n\t   TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 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   TNT1 AAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   TNT1 AAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\t   CB4F II 5\n\n\t    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n        TNT1 A 0 A_UnSetInvulnerable\n\t\tTNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\",1)\n\t\tTNT1 A 0 A_SpawnItem (\"CyberFriedMarine\", 1)\nGoto See\n\n Pain:\n\tTNT1 A 0 A_PlaySound(\"caco/shotx\")\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n    CBOS H 2\n    CBOS H 2 A_Pain\n    goto See\n\nPossession:\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tCBOS H 3\n\t\tCBOS H 3 A_Pain\n\t\t\"####\" \"#\" 35 ACS_NamedExecuteAlways(\"Pos - Flicker effect\")\n\t\tTNT1 A 0 A_UnSetInvulnerable\n\t\tGoto See\n\nPain.ExtremePunches:\n\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 58,0)\n    CBOS H 2\n\tTNT1 A 0 A_Pain\n    TNT1 A 0 A_FaceTarget\n    TNT1 A 0 A_Recoil (14)\n    CBOS H 11\n    goto See\n\n  Death:\n\tTNT1 A 0 A_Jump(130, \"Death2\")\n\tTNT1 A 0 A_Jump(32, \"Death3\")\n    CBOS J 6 A_Scream\n\tCY8D E 6 A_NoBlocking\n\tCY8D F 6 A_BossDeath\n\tCY8D GHI 6\n\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\tCY8D IIIIIIIIIIIII 4 A_CustomMissile (\"Green_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 60))\n\tCY8D I -1\n\tStop\n\n\tDeath2:\n    CY8D A 8 A_Scream\n\tCY8D B 7 A_NoBlocking\n\tCY8D C 7 A_BossDeath\n\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\tCY8D DDDDDDDDDDDD 2 A_CustomMissile (\"Green_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 60))\n\tCY8D D -1\n\tStop\n\n  Death3:\n    CBOS I 7 A_PlaySound(\"caco/shotx\")\n\tTNT1 A 0 A_SpawnItem (\"ShoqueAzul\",1,42)\n\tTNT1 A 0 A_Jump(95, \"Death2\")\n    CBOS J 6 A_Scream\n\tEXPL AAA 0 A_CustomMissile (\"FireballExplosionFlamesBig\", 14, 0, random (0, 360), 2, random (0, 360))\n    CBOS K 6 bright A_Playsound(\"world/barrelx\")\n\tEXPL A 0 Radius_Quake (3, 60, 0, 11, 0)\n\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSpawner\",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\tTNT1 AAAAAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallGreenBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\tTNT1 AAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath1Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath2Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath3Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n    CBOS L 2 bright A_NoBlocking\n    CBOS M 2 bright A_BossDeath\n    CBOS N 2 bright\n\tCBOS OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO 8 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))//A_BossDeath\n    CBOS O -1\n    stop\n\n\tDeath.Fatality:\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n        TNT1 A 0 A_GiveToTarget(\"CyberBaronFatality1\", 1)\n        TNT1 A 1 A_NoBlocking\n        TNT1 A 0 A_BossDeath\n\t\tStop\n\n  Death.SSG:\n  Death.Cut:\n  Death.QuadBlast:\n  Death.Railgun:\n  Death.ExtremePunches:\n\t    TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_BossDeath\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1Green\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2Green\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(118, \"ChestCavity\")\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (50, 130))\n\t    CB4R LLL 7\n\t\tCB4R MNO 8\n\t\tTNT1 A 0 A_PlaySound(\"master/walk\", 5)\n\t\tCB4R O -1\n\t    Stop\n\n  Death.CutLess:\n        TNT1 A 0\n\t    TNT1 A 0 A_Jump(80, \"Death\")\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_Jump(96, \"ChestCavity\")\n\t\tTNT1 A 0 A_SpawnItem(\"DyingCyberBaron1\")\n\t\tStop\n\n\tDeath.Shotgun:\n\tTNT1 A 0 A_JumpIfCloser(250, \"Death.Blast\")\n\tGoto Death\n  Death.Blast:\n  Death.Nailgun:\n\t    TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_BossDeath\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1Green\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2Green\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallGreenBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 49, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"ChestCavity\")\n\t\tC8FT JJJJJ 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (30, 60))\n\t\tCY8D EFGH 6\n\t\tTNT1 A 0 A_PlaySound(\"master/walk\", 5)\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tCY8D IIIIIIIIIIIIIIIIIIIII 2 A_CustomMissile (\"Green_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 60))\n\t\tCY8D I -1\n\t\tStop\n\n  ChestCavity:\n\tTNT1 A 0 A_SpawnItem(\"DyingCyberBaron3\")\n\tStop\n\n\tXDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 48, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"SuperWallGreenBlood\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2Green\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3Green\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4Green\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3bGreen\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"GreenBigBloodSpot\")\n\t\tEXPL A 0 Radius_Quake (3, 60, 0, 11, 0)\n\t\tTNT1 AAA 0 A_CustomMissile (\"FireworkSFXType2\", 0, 0, random (0, 360), 2, random (30, 60))\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSpawner\",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tCB4R DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 8 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))//A_BossDeath\n\t\tCB4R D -1\n\t\tStop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\t\tTNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_BossDeath\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenCyberBaron\")\n\tStop\n\n  Death.Head:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_BossDeath\n\t\tTNT1 A 0 A_SpawnItem(\"BaronOfHellHeadExplode\", 0, 62)\n\t\tCB4R AB 6 A_CustomMissile(\"Green_FlyingBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenBloodMist\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tCB4R ACAB 5 A_CustomMissile(\"Green_FlyingBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenBloodMist\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tTNT1 A 0 A_SpawnItem (\"ShoqueAzul\",1,62)\n\t\tCB4R ACAB 5 A_CustomMissile(\"Green_FlyingBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenBloodMist\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tCB4R AC 5 A_CustomMissile(\"Green_FlyingBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tTNT1 A 0 A_SpawnItem (\"ShoqueAzul\",1,62)\n\t\tCB4R AB 5 A_CustomMissile(\"Green_FlyingBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenBloodMist\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL A 0 Radius_Quake (3, 60, 0, 11, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSpawner\",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronHead5\", 62, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath1Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tCB4R DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 8 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))//A_BossDeath\n\t\tCB4R D -1\n\t\tStop\n   }\n}\n\nACTOR DyingCyberBaron1\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 \"killme\", 0.0\n\tDamageFactor \"Shrapnel\", 0.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"Cutless\", 0.6\n\tMass 0x7FFFFFFF\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+NOPAIN\n\tScale 1.2\n   +NOBLOODDECALS\n    BloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R EF 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tCB4R EG 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R EF 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tCB4R EG 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R EF 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tCB4R EG 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R EF 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tCB4R EG 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R EF 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tCB4R EG 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R EF 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tCB4R EG 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R EF 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tCB4R EG 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 60,0)\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tTNT1 A 0 A_PlaySound(\"cbaron/death\")\n\tEXPL A 0 Radius_Quake (3, 60, 0, 11, 0)\n\tCB4R EE 12\n\tTNT1 A 0 A_NoBlocking\n\tEXPL A 0 Radius_Quake (3, 60, 0, 11, 0)\n\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSpawner\",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\tTNT1 AAAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath1Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath2Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 24, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 24, 0, random (0, 360), 2, random (0, 160))\n\tCB4R DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 8 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))//A_BossDeath\n\tCB4R D -1\n\tStop\n\n\tDeath:\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"GreenBloodMistBig\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_PlaySound(\"misc/gibbed\")\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"DyingCyberBaron2\")\n\tStop\n\n\tXDeath:\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.QuadBlast:\n\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\")\n\t    TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath1Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    CB4R LLL 7\n\t\tCB4R MNO 8\n\t\tTNT1 A 0 A_PlaySound(\"master/walk\", 5)\n\t\tCB4R O -1\n\t    Stop\n\n}}\n\nACTOR DyingCyberBaron2\n{\n\tGame Doom\n\tRadius 16\n\tHeight 60\n\tHealth 90\n\tDamageFactor \"Blood\", 0.0 DamageFactor \"BlueBlood\", 0.0 DamageFactor \"GreenBlood\", 0.0\n    DamageFactor \"Avoid\", 0.0\n\tdamagefactor \"killme\", 0.0\n\tDamageFactor \"Shrapnel\", 0.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"Cutless\", 0.6\n\tMass 0x7FFFFFFF\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+NOPAIN\n   +NOBLOODDECALS\n    BloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tScale 1.2\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R IIIHHH 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tCB4R IIIJJJ 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R IIIHHH 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tCB4R IIIJJJ 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R IIIHHH 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tCB4R IIIJJJ 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R IIIHHH 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tCB4R IIIJJJ 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R IIIHHH 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tCB4R IIIJJJ 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R IIIHHH 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tCB4R IIIJJJ 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R IIIHHH 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tCB4R IIIJJJ 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tTNT1 A 0 A_PlaySound(\"cbaron/death\")\n\tEXPL A 0 Radius_Quake (3, 60, 0, 11, 0)\n\tCB4R II 12\n\tTNT1 A 0 A_NoBlocking\n\tEXPL A 0 Radius_Quake (3, 60, 0, 11, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSpawner\",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\tTNT1 AAAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 0, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath1Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath2Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 24, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 24, 0, random (0, 360), 2, random (0, 160))\n\tCB4R DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 8 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))//A_BossDeath\n\tCB4R D -1\n\tStop\n\n\tDeath.Head:\n\tDeath.MinorHead:\n\t\tTNT1 A 0 A_SpawnItem(\"BaronOfHellHeadExplode\", 0, 62)\n\tCB4R KKKKKKKKK 8 A_CustomMissile (\"Green_FlyingBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"ShoqueAzul\",1,62)\n\tEXPL A 0 Radius_Quake (3, 60, 0, 11, 0)\n\tCB4R K 8 A_CustomMissile (\"Green_FlyingBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_NoBlocking\n\tEXPL A 0 Radius_Quake (3, 60, 0, 11, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSpawner\",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\tTNT1 AAAAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 0, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath1Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"XDeath2Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\tCB4R DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 8 A_CustomMissile (\"PlasmaSmoke\", 24, 0, random (0, 180), 2, random (0, 180))//A_BossDeath\n\tCB4R D -1\n\tStop\n\n\tDeath.SSG:\n\tDeath.Blast:\n\tDeath.Cut:\n\tDeath:\n\tDeath.Explosive:\n\tXDeath:\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\")\n\t    TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    CB4R LLL 7\n\t\tCB4R MNO 8\n\t\tTNT1 A 0 A_PlaySound(\"master/walk\", 5)\n\t\tCB4R O -1\n\t    Stop\n\n}}\n\nACTOR DyingCyberBaron3\n{\n\tGame Doom\n\tRadius 16\n\tHeight 60\n\tHealth 125\n\tDamageFactor \"Blood\", 0.0 DamageFactor \"BlueBlood\", 0.0 DamageFactor \"GreenBlood\", 0.0\n    DamageFactor \"Avoid\", 0.0\n\tdamagefactor \"killme\", 0.0\n\tDamageFactor \"Shrapnel\", 0.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"Cutless\", 0.6\n\tMass 0x7FFFFFFF\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+NOPAIN\n   +NOBLOODDECALS\n    BloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tScale 1.2\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R QQQRRR 2 A_CustomMissile (\"Green_LiquidBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"GreenBloodMist\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tCB4R RRRSSS 2 A_CustomMissile (\"Green_LiquidBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"GreenBloodMist\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R QQQRRR 2 A_CustomMissile (\"Green_LiquidBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"GreenBloodMist\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tCB4R RRRSSS 2 A_CustomMissile (\"Green_LiquidBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"GreenBloodMist\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R QQQRRR 2 A_CustomMissile (\"Green_LiquidBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"GreenBloodMist\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tCB4R RRRSSS 2 A_CustomMissile (\"Green_LiquidBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"GreenBloodMist\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R QQQRRR 2 A_CustomMissile (\"Green_LiquidBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"GreenBloodMist\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tCB4R RRRSSS 2 A_CustomMissile (\"Green_LiquidBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"Green_Blood\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tCB4R QQQRRR 2 A_CustomMissile (\"Green_LiquidBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AA 0 A_CustomMissile (\"GreenBloodMist\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tCB4R RRRSSS 2 A_CustomMissile (\"Green_LiquidBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\tTNT1 A 0 A_PlaySound(\"cbaron/death\")\n\tTNT1 A 0 A_NoBlocking\n\tCY8D EFGH 6\n\tTNT1 A 0 A_PlaySound(\"master/walk\", 5)\n\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\tCY8D IIIIIIIIIIIIIIIIIIIII 2 A_CustomMissile (\"Green_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 60))\n\tCY8D I -1\n\tStop\n\n\tDeath.Fatality:\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n        TNT1 A 0 A_GiveToTarget(\"CyberBaronFatality2\", 1)\n        TNT1 A 1 A_NoBlocking\n\t\tStop\n\n\tDeath:\n\tDeath.Blast:\n\tDeath.Shotgun:\n\tDeath.Nailgun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"FatalizedCyberBaron\")\n\t\tStop\n\n\tDeath.SSG:\n\tDeath.Cut:\n\tXDeath:\n\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\")\n\t    TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath1Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1Green\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan2Green\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    CB4R LLL 7\n\t\tCB4R MNO 8\n\t\tTNT1 A 0 A_PlaySound(\"master/walk\", 5)\n\t\tCB4R O -1\n\t    Stop\n\n}}\n\nACTOR FatalizedCyberBaron\n{\n\tGame Doom\n\tRadius 16\n\tHeight 60\n\tHealth 125\n\tDamageFactor \"Blood\", 0.0 DamageFactor \"BlueBlood\", 0.0 DamageFactor \"GreenBlood\", 0.0\n    DamageFactor \"Avoid\", 0.0\n\tdamagefactor \"killme\", 0.0\n\tDamageFactor \"Shrapnel\", 0.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"Cutless\", 0.6\n\tMass 0x7FFFFFFF\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+NOPAIN\n   +NOBLOODDECALS\n    BloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tScale 1.2\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tC8FT III 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tC8FT JJJ 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tC8FT III 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tC8FT JJJ 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tC8FT III 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tC8FT JJJ 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tC8FT III 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tC8FT JJJ 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tC8FT III 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tC8FT JJJ 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tC8FT III 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tC8FT JJJ 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"Green_Blood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tC8FT III 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tC8FT JJJ 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"Green_Blood\", 52, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\tTNT1 A 0 A_PlaySound(\"cbaron/death\")\n\tC8FT IJ 10\n\tTNT1 A 0 A_NoBlocking\n\tCY8D EFGH 6\n\tTNT1 A 0 A_PlaySound(\"master/walk\", 5)\n\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\tCY8D IIIIIIIIIIIIIIIIIIIII 2 A_CustomMissile (\"Green_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 60))\n\tCY8D I -1\n\tStop\n\n\tDeath.SSG:\n\tDeath.Blast:\n\tDeath.Cut:\n\tDeath.Explosive:\n\tXDeath:\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0 A_PlaySound(\"misc/gibbed\")\n\t    TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"Green_Blood\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAAAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    CB4R LLL 7\n\t\tCB4R MNO 8\n\t\tTNT1 A 0 A_PlaySound(\"master/walk\", 5)\n\t\tCB4R O -1\n\t    Stop\n\n}}\n\nACTOR CyberFriedMarine: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nP19D AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 9 A_SpawnItem(\"PlasmaSmoke\",0,0,0,1)\nP19D A -1\n       Stop\n\t}\n}"
      }
    ]
  },
  "maps": []
}

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