bw-v4.5.pk3

PK3 31 MiB 61 map(s)

Counts

endoom0
graphics5
lumps5047
maps66
palettes0

Totals (across maps)

Things19273
Linedefs60246
Sectors6981
Monsters3976
Items6189
Raw model (for completeness)
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        "TEST"
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      {
        "source": "pk3",
        "name": "actors/foes/CANI.txt",
        "contents": "ACTOR Dog\n{\n\tHealth 50\n\tRadius 28\n\tHeight 38\n\tDeathHeight 0\n\tSpeed 5\n\tMass 50\n\tPainchance 255\n\tMONSTER\n\t+FLOORClip\n\t+JUSTHIT\n\t+FULLVOLACTIVE\n\t+FULLVOLDEATH\n\t+LOOKALLAROUND\n        -CANUSEWALLS\n  +NOINFIGHTING\n  +DONTHARMSPECIES\n\t+NOTARGET\n\tSeeSound \"dog/sight\"\n\tAttackSound \"dog/attack\"\n\tDeathSound \"dog/death\"\n\tObituary \"%o was bitten by a Dog.\"\n\tMeleeDamage 2\n\tBloodColor \"FF 00 00\"\nBloodType \"NashGore_Blood\"\n\tPainChance \"blood\", 0\n        DAMAGEFACTOR \"blood\", 0.0\n\tDamageFACTOR \"WolfNazi\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t\tWDOG AA 1 A_Wander\n\t\tWDOG AB 1 A_Look\n\t\tWDOG BB 1 A_Wander\n\t\tWDOG BB 1 A_Look\n\t\tWDOG CC 1 A_Wander\n\t\tWDOG CC 1 A_Look\n\t\tWDOG DD 1 A_Wander\n\t\tWDOG DD 1 A_Look\n\t\tLoop\n\tSee:\n\t\tWDOG AAABBBBCCCCDDDD 1 A_Chase\n\t\tLoop\n\tMelee:\n\t\tWDOG EE 3 A_FaceTarget\n\t\tWDOG FF 3 A_MeleeAttack\n\t\tWDOG GG 3\n\t\tWDOG AA 4\n\t\tGoto See\n\tPain:\n\t\tWDOG E 6\n\t\tGoto See\n\tDeath:\n                TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\ttNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tWDOG H 5 A_Scream\n\t\tWDOG I 5\n\t\tWDOG J 5 A_GiveToTarget(\"ScoreItem\", 100)\n                TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"DOGDEATH\")\n\t\tStop\n\nDeath.Kick:\nDeath.melee:\n\t\tWDG1 I 5 A_Scream\n\t\tWDG1 J 5\n\t\tWDG1 K 5 A_GiveToTarget(\"ScoreItem\", 100)\n                TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"DOGDEATH\")\n\t\tStop\nDeath.Arm:\nTNT1 A 0 A_CustomMissile (\"DOGArm\", 35, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tWDG1 I 5 A_Scream\n\t\tWDG1 J 5\n\t\tWDG1 K 5 A_GiveToTarget(\"ScoreItem\", 200)\n                TNT1 A 0 A_SpawnItem(\"DOGARMana\")\n\t\tStop\nDeath.Leg:\n\t\tTNT1 A 0 A_CustomMissile (\"DOGLEG\", 35, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tWDG2 I 5 A_Scream\n\t\tWDG2 J 5\n\t\tWDG2 K 5 A_GiveToTarget(\"ScoreItem\", 200)\n                TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"DOGLEGana\")\n\t\tStop\n\nXDeath.Plasma:\nDeath.Plasma:\nDeath.Plasma2:\nDeath.GreenFire:\nDeath.cutless:\nDeath.ExplosiveImpact:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n  \t    TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 500)\n        TNT1 A 0 A_CustomMissile (\"DesintegratedDOG\", 0, 0, random (0, 360), 2, random (0, 160))\n        Stop\n\n    Death.fire:\n\tDeath.Flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 400)\n        TNT1 A 0 A_SpawnItem(\"BurningDOG\")\n      Stop\n\nDeath.LaserRifle:\nTNT1 a 0 a_spawnItem(\"MAANDATEACAGARELEZZI\")\nstop\n\t}\n}\nActor DOGDEATH: DEATHNAZI\n{Health 200 States{Spawn:\n        WDOG K -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nActor DOGARMana: DEATHNAZI\n{Health 200 States{Spawn:\n        WDG1 L -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nActor DOGlegana: DEATHNAZI\n{Health 200 States{Spawn:\n        WDG2 L -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\n\nActor Dog_Idle_1: Dog\n{\nStates\n{\nSpawn:\nNDOI A 1 A_LOOK\n}\n}\n\nActor Dog_Idle_2: Dog\n{\nStates\n{\nSpawn:\nNDO2 A 1 A_LOOK\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/CUPA.txt",
        "contents": "//CUPA?NO!This is original Pac-man's ghost!!!!!!!\n//Decorate by AfaDoomer\n\nACTOR P_GHOST Replaces LostSoul\n{\n\tRadius 20\n\tHeight 56\n\tSpeed 5\n\tMass 10000\n\tPainchance 0\n\tMONSTER\n\t+FLOAT\n\t+LOWGRAVITY\n\t+SPAWNFLOAT\n\t+INVULNERABLE\n\t+JUSTHIT\n\t+LOOKALLAROUND\n\t- COUNTKILL\n\t- CANPUSHWALLS\n\t- SOLID\n\tSeeSound \"none\"\n\tActiveSound \"none\"\n\tObituary \"%o was killed by a Pac-man Ghost!\"\n\tMeleedamage 1\n\tStates\n\t{\n\tSpawn:\n\t\tGHO0 BAB 2 A_Look\n\t\tLoop\n\tSee:\n\t\tGHO0 BAB 2 A_Chase\n\t\tLoop\n\tMelee:\n\t\tGHO0 A 0 A_FaceTarget\n\t\tGHO0 BBB 2 A_MeleeAttack\n\t\tGoto See\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/DCSCHABSS.txt",
        "contents": "////Doctor Schabbs\n////The doctor schabbs use a little modification of the sprites from Spear of Destiny:Lost mission of the Waffen SS\n////Doctor Schabbs use a Prototype Plasma Gun that drop at the death.\n\nACTOR DrSchabbs Replaces Revenant\n{\n\tHealth 11000\n\tRadius 26\n\tHeight 40\n\tDeathHeight 0\n\tSpeed 4\n\tMass 100\n\tPainchance 0\n\tMONSTER\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n  +DONTHARMSPECIES\n\t-FASTER\n+DONTHURTSPECIES\n\t+BOSS\n        +BOSSDeath\n\tSeeSound \"bos3/active\"\n\tDeathSound \"bos3/death\"\n\tObituary \"%o was fuse by Doctor Schabss Plasma Gun!\"\n\tBloodColor \"FF 00 00\"\n        BloodType \"Nashgore_Blood\"\nPainChance \"ExplosiveImpact\", 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n                //TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA A 10 A_Look\n\t\tLoop\n\n    See:\n\t\tSCHA AA 1 A_Chase\n\t\t//TNT1 A 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA AA 2 A_Chase\n\t\t//TNT1 A 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA CC 2 A_Chase\n\t\t//TNT1 C 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t        SCHA CC 2 A_Chase\n\t\t//TNT1 C 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tSCHA BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tGoto See\n\nMissile:\n\tSCHA D 20 A_FaceTarget\n        TNT1 AAAAAAAA 0\n //TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n        TNT1 A 0 A_PlaySound(\"LG1FIRE\")\n\tSCHA E 4 BRIGHT A_CustomMissile(\"EnemyPlasmaBall\",30,0,0,0)\n\tSCHA D 4 BRIGHT\n        //TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\tSCHA D 1 BRIGHT A_SpidRefire\n\tGoto Missile+5\n\n\tDeath:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n                SCHA F 5\n\t\tSCHA G 5 A_Scream\n\t\tSCHA H 5 A_NoBlocking\n\t\t//TNT1 A 0 A_SpawnItem(\"PLASMAMP40\")\n\t\tSCHA I 5 A_GiveToTarget(\"ScoreItem\", 10000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                SCHA L -1 A_BossDeath\n\t\tStop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\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\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\t//TNT1 A 0 A_SpawnItem(\"PLASMAMP40\")\n        SCDH ABCDE 10 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        SCDH E -1 A_BossDeath\n\t\tStop\n\nDeath.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1 A_BossDeath\n\tStop\n\n\tXDeath.Plasma:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\t//TNT1 A 0 A_SpawnItem(\"PLASMAMP40\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_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 A_BossDeath\n        Stop\n\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n//TNT1 A 0 A_SpawnItem(\"PLASMAMP40\")\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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        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 (\"XDeathGRENADIERLeg1\", 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\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    SCVO AB 5 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tSCVO CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tSCVO FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tSCVO G -1 A_BossDeath\n\t\tStop\n\nDead.ExplosiveImpact:\n\t\tSCVO G -1 A_BossDeath\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\t Death.Fire:\n\tDeath.Flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        //TNT1 A 0 A_SpawnItem(\"PLASMAMP40\")\n        TNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\n        TNT1 A 0 A_BossDeath\n      Stop\n\n\tXDeath:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"stg44\")\n                TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 100)\n        TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\nTNT1 A 0 A_BossDeath\n      Stop\n\n}}\n\nACTOR Plasma_Ball Replaces PlasmaBall\n{\n\tRadius 10\n\tHeight 10\n\tSpeed 60\n\tDamage 7\n    DamageType Plasma\n\tDecal \"Scorch\"\n\tProjectile\n\t+RANDOMIZE\nrenderstyle ADD\nalpha 0.90\nScale 0.10\n\tDeathSound \"weapons/plasmax\"\n\t//SeeSound \"PLSM9\"\n    SeeSound \"None\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\tSpawn:\n         PBAL C 1 BRIGHT A_SpawnItem(\"PlasmaFlare\",0,0)\n\t\tLoop\n\nXdeath:\n    //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n    //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t//TNT1 A 0 A_SpawnItem(\"BluePlasmaRife\")\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n    TNT1 B 1 A_Explode(10,50,0)\n\tTNT1 B 4\n\tTNT2 AAA 4 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\n\t\tStop\n\n\tDeath:\n    //TNT1 A 0 A_SpawnItem (\"PlasmaPuff\", 0)\n    //TNT1 A 0 A_SpawnItem (\"RailPuff\", 0)\n\tTNT1 B 1 A_Explode(10,50,1)\n\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 B 4\n    TNT2 AAAAAAAAA 4 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t}\n}\n\nActor EnemyPlasmaBall : Plasma_Ball\n{\nDamage (random(15,25))\nDamageType Plasma\nSpeed 40\n+DONTHURTSPECIES\n}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/FEMALEGUARD.txt",
        "contents": "ACTOR NAZIGIRL\n{\n\tGame Doom\n\tHealth 90\n    GibHealth 35\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 12\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t-FASTER\n\t-DONTHURTSPECIES\n +NOINFIGHTING\n  +DONTHARMSPECIES\n    BloodType \"NashGore_Blood\"\n\tSeeSound \"female/sight\"\n\tAttackSound \"MP40\"\n\tPainSound \"female/pain\"\n\tDeathSound \"female/death\"\n\tPainChance \"blood\", 0\n        DAMAGEFACTOR \"blood\", 0.0\n\tObituary \"%o was kill by a Female SS elite guard.\"\n\tDropItem \"\"\n\tDamageFACTOR \"Melee\", 2.0\nDamageFACTOR \"RifleNoExplode\", 2.0\n\tDamageFACTOR \"KillMe\", 0.0\n\tDamageFACTOR \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\nDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n  TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK A 10 A_Look\n\t\tLoop\n    See:\n\t    TNT1 A 0\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tFSZK AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tSee2:\n\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tFSZK AABBCCBB 2 A_Chase\n\t\tGoto See\n\n\t\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tFSZK E 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tFSZK E 5 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tGoto See\n\n\tPain:\n\t    TNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_PlaySOund(\"FEMALE/pain\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tFSZK G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK G 3 A_Pain\n\t\t//TNT1 A 0 A_Jump(128, \"Respawned\")\n\t\tTNT1 A 0\n\t\tGoto See\n\n\tRespawned:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"NaziChecker\")\n\t\tTNT1 A 0\n\t\tStop\n\n\tPain.Killme:\n    TNT1 A 0\n\tWait\n\n\t\tPain.Melee:\n\t\tPain.Fatality:\n\t\tTNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tFSZK G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK G 3 A_Pain\n\t\tGoto See\n\n\tDeath:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\")\ntNT1 A 0 A_Jump(150, \"Death.WorldAtWarStyle\")\n                FSZK H 5\n\t\tFSZK I 5 A_Scream\n\t\tFSZK J 5 A_NoBlocking\n\t\tFSZK A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tFSZK K 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n                    TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\nTNT1 a 0 a_SpawnItem(\"SecretWeapon_mp40\")\n             TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n\tDeath.WorldAtWarStyle:\nFEWA A 4\nFEWA B 4 A_Scream\n    TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tFEWA B 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 500)\nFEWA C 4\n    TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tFEWA C 2 BRIGHT\nFEWA D 4\n    TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tFEWA D 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 800)\nFEWA EFG 4 A_GiveToTarget(\"ScoreItem\", 800)\nFEWA G 1 A_SpawnItem(\"SecretWeapon_MP40\")\nFEWA G 0 A_SpawnItem (\"MediumBloodSpot\")\nFEWA G -1\n\t\tStop\n\nDeath.melee:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n                FSZK H 5\n\t\tFSZK I 5 A_Scream\n\t\tFSZK J 5 A_NoBlocking\n\t\tFSZK A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tFSZK K 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\n            Death.Arm:\n        TNT1 A 0\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n        FSZ5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tFSZ5 A 1 A_GiveToTarget(\"ScoreItem\", 1200)\n       TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE_girlVERSION\", 2)\n        Stop\n\nDeath.Coltello:\n        TNT1 A 0 A_SpawnItem (\"PoorGIRL\")\n        TNT1 a 0 A_GiveToTarget(\"ScoreItem\", 1200)\nStop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\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\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n        FSZH ABCDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem (\"PURIGNA\")\n\t\tStop\n\n  Death.cutless:\n        TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n        TNT1 A 0 A_Jump(25,\"Death.ExplosiveImpact\",\"Death.Arm\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"BrutalizedGIRL1\")\n\t\tSTOP\n\n\t\tDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\nXDeath:\nDeath.Desintegrate:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n        TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\n      Stop\n\n    Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(130,\"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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        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 (\"XDeathGRENADIERLeg1\", 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\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    FSZ2 AB 5\n\t\tFSZ2 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tFSZ2 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"FEMALEPORACCIa\")\n\t\tStop\n\nDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"FEMALEPORACCIa\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tXDeath.Plasma:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\n\t\tDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n\t Death.Fire:\n\tDeath.Flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n         TNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n        TNT1 A 0 A_SpawnItem(\"Burningfemale\")\n      Stop\n\n\tRaise:\n\t\tNAZI L 5\n\t\tNAZI KJIH 5\n\t\tGoto See\n    Crush:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        CRS1 A 5\n        CRS1 A -1\n        Stop\n\n    Pain.Taunt:\n        TNT1 A 0\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"Nazi\")\n        Stop\n    Death.Eat:\n        TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n        Stop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.SuperPunch:\n\t    POSS Q 1 A_Pain\n\t\tPOSS Q 1 A_FaceTarget\n        //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        POSS QRSTUVW 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        POSS X -1\n        Stop\n\n\t}\n}\nActor FEMALEPORACCIa: DEATHNAZI\n{Health 200 States{Spawn:\n        FSz2 G -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nActor PURIGNA: DEATHNAZI\n{Health 200 States{Spawn:\n        FSzH e -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nACTOR TUVUOILEBOTTE_GIRLVERSION\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"FEMALE/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\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tFSZ5 A 10\n        FSZ5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n          \tTNT1 A 0 A_PlaySound (\"female/pain\")\n        FSZ5 C 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"female/pain\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n        FSZ5 D 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"female/pain\")\n        FSZ5 E 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"female/pain\")\n        FSZ5 F 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"female/pain\")\n        FSZ5 G 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    fsz5 h 8\n\t\tTNT1 A 0 A_PlaySound (\"female/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"diognomo_girlVersion\")\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        fsZh L 10\n        TNT1 A 0 A_SpawnItem (\"Deadgirl_NoHeadNoArm\", 1)\nStop\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 (\"Nashgore_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 (\"Nashgore_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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\nDEATH.FIRE:\nTNT1 A 0 A_NOblocking\nTNT1 A 0 A_SpawnItem(\"Burningfemale\")\nSTOP\n\n\t}\n}\nActor diognomo_girlVersion: DEATHNAZI\n{Health 200 States{Spawn:\n        FSZ5 i -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nActor Deadgirl_NoHeadNoArm: DEATHNAZI\n{Health 200 States{Spawn:\n         FSZH m -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nActor DEATHFEMALE: DEATHNAZI\n{Health 200 States{Spawn:\n         FSZk l -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\n\t\tACTOR girl_PATROL : NAZIGIRL\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tfszk AAA 1 A_Wander\n\t\tfszk AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tfszk CCC 1 A_Wander\n\t\tfszk CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tfszk bbb 1 A_Wander\n\t\tfszk bbb 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}\n\nACTOR PoorGirl\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 50\n\t\tPainSound \"NAZI/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\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\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(\"BurningSA\")\n        TNT1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n      Stop\n\n\tSpawn:\n    TNT1 A 0\n\tFEKN A 10\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n        TNT1 A 0 A_PlaySound(\"female/pain\")\n        FEKN B 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n        TNT1 A 0 A_PlaySound(\"female/pain\")\n        FEKN C 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\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\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    FSZK J 2 A_GiveToTarget(\"ScoreItem\", 500)\n            FSZK K 2\n\t\tTNT1 A 0 A_PlaySound (\"female/death\")\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\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        FSZH D 2\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\nFSZH E -1\nStop\n\nDeath.Shotgun:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\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 (\"Nashgore_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 (\"Nashgore_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\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\n\n/////////Poor Fucking Nazi Girl!!!!\n\nACTOR BrutalizedGIRL1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 70\n\tbloodtype \"DeadBlood\"\n\t\tPainSound \"female/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\tScale 1.0\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n    FUN3 A 15\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedGirlStop\")\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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedGIRL2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n  \t    TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\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\nACTOR BrutalizedGirlStop: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nfsz5 h 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nfsz5 i -1\n       Stop    }}\n\nACTOR BrutalizedGIRL2: BrutalizedGIRL1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    FUN3 B 15\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedgirlStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedGIRL3\")\n\t\tStop\n}}\n\nACTOR BrutalizedgirlStop2: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nFSZH L 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nFSZH M -1\n       Stop    }}\n\nACTOR BrutalizedGIRL3:  BrutalizedGIRL1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    FUN3 C 15\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedgirlStop3\")\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 (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 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\tFUN3 EFGH 6\n\t\tFUN3 H -1\n\t\tStop\n}}\n\nACTOR BrutalizedgirlStop3: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nFUN3 FGH 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nFUN3 H -1\n       Stop    }}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/FLAMESOLDIER.txt",
        "contents": "ACTOR FlameSoldier\n{\n\tGame Doom\n\tHealth 250\n    GibHealth 35\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 4\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t-FASTER\n\t-DONTHURTSPECIES\n +NOINFIGHTING\n  +DONTHARMSPECIES\n    BloodType \"NashGore_Blood\"\n\tSeeSound \"flameSoldier/sight\"\n\tAttackSound \"Flamethrower/Fire\"\n\tPainSound \"nazi/pain\"\n\tDeathSound \"FLS/death\"\n\tObituary \"%o was burn by a Mann with Flametrowher.\"\n\tDropItem \"\"\nDamageFactor \"RifleNoExplode\", 2.0\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0 A_GiveInventory(\"SKNazi\", 1)\n                TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI A 10 A_Look\n\t\tLoop\n    See:\n\t    TNT1 A 0\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tLAZI AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tSee2:\n\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tLAZI AABBCCBB 2 A_Chase\n\t\tGoto See\n\n\tMissile:\n\tLAZI E 10 A_FaceTarget\nTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\tLAZI F 1 BRIGHT A_CustomMissile(\"FTFire\",32,12,0)\nLAZI E 10 A_FaceTarget\nTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\tLAZI F 1 BRIGHT A_CustomMissile(\"FTFire\",32,12,0)\nLAZI E 10 A_FaceTarget\nTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\tLAZI F 1 BRIGHT A_CustomMissile(\"FTFire\",32,12,0)\nLAZI E 10 A_FaceTarget\n\tLAZI F 1 BRIGHT A_CustomMissile(\"FTFire\",32,12,0)\nTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\tLAZI E 1 BRIGHT A_SpidRefire\n\tGoto See\n\n\tDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n                    TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\ntnt1 a 0 a_SpawnItem(\"Flamethrower\")\n             TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n\tRespawned:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"NaziChecker\")\n\t\tTNT1 A 0\n\t\tStop\n\n\tDeath:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\",\"Death.Leg\",\"Death.Desintegrate\")\n                LAZI H 5\n\t\tLAZI I 5 A_Scream\n\t\tLAZI J 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Flamethrower_BW\")\n\t\tLAZI A 0\n\t\tLAZI K 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem (\"DEATHFlameS\")\n\t\tStop\n\nDeath.leg:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n                LAZ4 A 5\n\t\tLAZ4 B 5 A_Scream\n\t\tLAZ4 C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Flamethrower_BW\")\n\t\tLAZ4 D 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"Deadfls_NoLeg\")\n\t\tStop\n\n            Death.Arm:\n        TNT1 A 0\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n        FSZ5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"Flamethrower_BW\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE_FLAMES\", 2)\n        Stop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\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\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"Flamethrower_BW\")\n       LAZH ABCDE 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem (\"PURIGNOFS\")\n\t\tStop\n\n\t\tDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\nXDeath:\nDeath.Fire:\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"SCAPPACOGLIONE\")\n      Stop\n\n    Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tXDeath.Plasma:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\n\t\tDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n\tRaise:\n\t\tNAZI L 5\n\t\tNAZI KJIH 5\n\t\tGoto See\n    Crush:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        CRS1 A 5\n        CRS1 A -1\n        Stop\n\n    Pain.Taunt:\n        TNT1 A 0\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"FlameSoldier\")\n        Stop\n    Death.Eat:\n        TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n        Stop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.SuperPunch:\n\t    POSS Q 1 A_Pain\n\t\tPOSS Q 1 A_FaceTarget\n        //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        POSS QRSTUVW 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        POSS X -1\n        Stop\n\n\t\t\tStealthKill:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKNazi\", 1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 0 A_Fall\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\t}\n}\nActor PURIGNOFS: DEATHNAZI\n{Health 200 States{Spawn:\n        lazh e -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nACTOR TUVUOILEBOTTE_FLAMES\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/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\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tLAZ5 A 10\n        LAZ5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n          \tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n      LAZ5 C 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n      LAZ5 D 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n       LAZ5 E 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n        LAZ5 F 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"NAZI/pain\")\n        LAZ5 G 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    LAZ5 h 8\n\t\tTNT1 A 0 A_PlaySound (\"FLS/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"diognomo_flsVersion\")\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        LAZ5 L 10\n        TNT1 A 0 A_SpawnItem (\"DeadFLS_NoHeadNoArm\", 1)\nStop\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 (\"Nashgore_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 (\"Nashgore_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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\nActor diognomo_flsVersion: DEATHNAZI\n{Health 200 States{Spawn:\n        LAZ5 i -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nActor Deadfls_NoHeadNoArm: DEATHNAZI\n{Health 200 States{Spawn:\n         LAZ5 m -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nActor DEATHFlameS: DEATHNAZI\n{Health 200 States{Spawn:\n         LAZi l -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\n\t\tACTOR FLS_PATROL : FlameSoldier\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tLAZI AAA 1 A_Wander\n\t\tLAZI AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLAZI CCC 1 A_Wander\n\t\tLAZI CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLAZI bbb 1 A_Wander\n\t\tLAZI bbb 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}\n\nActor Deadfls_NoLeg: DEATHNAZI\n{Health 200 States{Spawn:\n        Laz1 A -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\n\nACTOR SCAPPACOGLIONE\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\nSpawn:\n        lazi A 1 BRIGHT\nGoto Death\n\nDeath:\n        SPOS OP 2 BRIGHT\n\n        TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_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 (\"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 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 (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n\t    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_CustomMissile (\"ExplosionSmoke\", 1, 0, random (0, 360), 2, random (50, 130))\n\n\t\tStop\n}\n}\nActor FTFire\n{\n  Radius 12\n  Height 4\n  Speed 16\n  Damage 1\n  Projectile\n  RenderStyle Add\n  DamageType Fire\n  Alpha 0.67\n  Scale 0.67\n  SeeSound \"Flamethrower/Fire\"\n  DeathSound \"Flamethrower/Hit\"\n  States\n  {\n  Spawn:\n    TNT1 A 2\n    FRFX ABCD 2 bright A_Explode(5, 8, 0)\n    TNT1 A 0 A_LowGravity\n    FRFX EFG 2 bright A_Explode(5, 16, 0)\n    FRFX HIJ 2 bright A_Explode(5, 32, 0)\n    FRFX KLM 2 bright A_Explode(5, 64, 0)\n    FRFX NO 2 bright\n    Stop\n  Death:\n    FRFX HIJ 2 bright A_Explode(5, 32, 0)\n    FRFX KLM 2 bright A_Explode(5, 64, 0)\n    FRFX NO 2 bright\n    TNT1 A 0 A_CustomMissile(\"PlasmaSmoke\", 0, 0, 0, 4)\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/GRETEL.txt",
        "contents": "///GRETEL GROSSE\n///Gretel grosse use a Scope Kar98 for the long fire and a mp40 for the near combat!\n\nACTOR GretelGrosse Replaces FatSo\n{\n\tHealth 4500\n\tRadius 26\n\tHeight 40\n\tDeathHeight 0\n\tSpeed 4\n\tMass 100\n\tPainchance 0\n\tMONSTER\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n  +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n\t+BOSS\n        +BOSSDeath\n\tPainSound \"female/pain\"\n\tDeathSound \"female/death\"\n\tObituary \"%o was kill by Gretel Grosse\"\n\tBloodColor \"FF 00 00\"\n        BloodType \"Nashgore_Blood\"\nPainChance \"ExplosiveImpact\", 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n                //TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tWBO4 A 10 A_Look\n\t\tLoop\n\n    See:\n\t\tWBO4 AA 1 A_Chase\n\t\t//TNT1 A 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tWBO4 AA 2 A_Chase\n\t\t//TNT1 A 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tWBO4 BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tWBO4 BB 2 A_Chase\n\t\t//TNT1 B 0 A_SpawnItem(\"HeadshotBOSS\", 0, 40,0)\n\t\tGoto See\n\n\tMissile:\n        TNT1 A 0 A_jumpifcloser(512,\"MP40\")\n                GOTO KAR98\n\nKAR98:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tWBO4 E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tWBO4 E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n        TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n        TNT1 A 0 A_PlaySound(\"weapons/kar98\")\n                TNT1 A 0 A_AlertMonsters\n\t\tWBO4 F 5 BRIGHT A_CustomMissile(\"GRETELTRACE\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tWBO4 E 6 A_FaceTarget\nGOTO SEE\n\nMP40:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tWB24 B 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tWB24 B 5 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\n\n\t\tWB24 C 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWB24 B 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tWB24 B 2 A_FaceTarget\nGOTO See\n\n\tDeath:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\")\n                FSZK H 5\n\t\tFSZK I 5 A_Scream\n\t\tFSZK J 5 A_NoBlocking\n\t\tFSZK A 0 A_SpawnItem(\"YellowCard\")\n\t\tFSZK K 5 A_GiveToTarget(\"ScoreItem\", 5000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\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\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"YellowCard\")\n        FSZH ABCDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem (\"PURIGNA\")\n\t\tStop\n\nDeath.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1 A_BossDeath\n\tStop\n\n\tXDeath.Plasma:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"YellowCard\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_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 A_BossDeath\n        Stop\n\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(130,\"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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        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 (\"XDeathGRENADIERLeg1\", 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\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    FSZ2 AB 5 A_SpawnItem(\"YellowCard\")\n\t\tFSZ2 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tFSZ2 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"FEMALEPORACCIa\")\n\t\tStop\n\nDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"FEMALEPORACCIa\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\t Death.Fire:\n\tDeath.Flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n         TNT1 A 0 A_SpawnItem(\"YellowCard\")\n        TNT1 A 0 A_SpawnItem(\"Burningfemale\")\n      Stop\n\n\tXDeath:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"YellowCard\")\n                TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 10000)\n        TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\nTNT1 A 0 A_BossDeath\n      Stop\n\n}}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/HANSGROSSE.txt",
        "contents": "////HANS GROSSE\n\nACTOR HansGrosse Replaces HellKnight\n{\n\tGame Doom\n\tHealth 8000\n\tSpawnID 1\n\tRadius 25\n\tHeight 60\n\tMass 10000\n        +SOLID\n\tSpeed 6\n\tFastSpeed 10\n\tPainChance 20\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"ExplosiveImpact\", 255\n\tPainChance \"Avoid\", 120\n\tPainChance \"Taunt\", 255\n\tMonster\n\t+FLOORCLIP\n        +NOINFIGHTING\n        +DONTHARMSPECIES\n        +NOINFIGHTING\n    BloodType \"NashGore_Blood\"\n\tDeathSound \"Hans/death\"\n\tSeeSound \"Hans/sight\"\n        DropItem \"YellowCard\"\n\tObituary \"B.J. is dead and Hans avage her sister!\"\n    DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n    DAMAGEFACTOR \"Shrapnel\", 0.3\n    DAMAGEFACTOR \"Kick\", 0.4\n\tDAMAGEFACTOR \"MinorHead\", 2.0\n\tDAMAGEFACTOR \"Head\", 2.0\n\tDAMAGEFACTOR \"taunt\", 0.0\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tPainChance \"blood\", 0\n        DAMAGEFACTOR \"blood\", 0.0\n\tDAMAGEFACTOR \"Fatality\", 0.5\n\tDAMAGEFACTOR \"SuperPunch\", 0.5\n\tDAMAGEFACTOR \"Melee\", 0.5\n\tStates\n\t{\n\tSpawn:\n                TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tHANS A 10 A_Look\n\t\tLoop\n\n    See:\n\t\tHANS AA 1 A_Chase\n\t\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tHANS AA 2 A_Chase\n\t\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tHANS BB 2 A_Chase\n\t\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tHANS cc 2 A_Chase\n\t\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tHANS DD 2 A_Chase\n\t\t TNT1 D 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\t\tGoto See\n\nMissile:\nTNT1 A 0 A_PlaySound(\"Shaiser\")\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\nHANS E 30 A_FACETARGET\n              GOTO GUTENTAG\n\n  GUTENTAG:\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n   HANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHANS G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n     HANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHANS G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n   HANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHANS G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n   HANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHANS F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHANS G 2 BRIGHT A_CposRefire\n    goto GUTENTAG+1\n\nPain:\nHans H 1 a_Pain\nHans H 3\ngoto see\n\n\tDeath:\n        TNT1 A 0 A_Jump(150, \"DeathFrankHorrigan\")\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n                HANS I 3\n\t\tHANS J 3 A_Scream\n\t\tHANS K 3 A_NoBlocking\n\t\tTNT1 A 0\n\t\tHANS L 3 A_GiveToTarget(\"ScoreItem\", 10000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                HANS L -1 A_BossDeath\n\t\tStop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\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\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HSTA A 3 A_SpawnItem (\"Blood\", 0, 60)\n        HSTA BCDE 10 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        HADH E -1 A_BossDeath\n\t\tStop\n\nDeathFrankHorrigan:\n\n\t\tTNT1 A 0 A_NoBlocking\n                HDN2 A 70\nTNT1 A 0 A_CustomMissile (\"HansGrosseHalf\", 0, 0, 0)\n                HDN2 B 2 A_SCREAM\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n\nTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n                HDN2 C 2 A_SpawnItem (\"Blood\", 0, 30)\n                HDN2 DE 2\n                HDN2 E -1\n\n}}\nACTOR HansGrosseHalf\n{\n\tGame Doom\n\tRadius 16\n\tHeight 56\n\tProjectilePassHeight -16\n        -SOLID\n\t+INVULNERABLE\n\tStates\n\t{\n\tSpawn:\n\t\t    HDN3 A 3\n\t\t HDN3 B 3\n\t\t HDN3 C 3\n\t\tTNT1 A 0\n\t\t HDN3 D 3\n\t\tTNT1 A 0 A_SpawnItem (\"HansGrosseHalf_2\")\n\t\tStop\n\t}\n}\n\nACTOR HansGrosseHalf_2\n{\n\tGame Doom\n\tRadius 16\n\tHeight 56\n\tProjectilePassHeight -16\n        -SOLID\n\t+INVULNERABLE\n\tStates\n\t{\n\tSpawn:\n\n                 HDN3 D 1\n\t\t Loop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/HEAVYMUTANTS.txt",
        "contents": "//Mutants\n\nACTOR SoldierMutant\n{\n\tGame Doom\n\tHealth 100\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 5\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n  +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n    BloodType \"NashGore_Blood\"\n        SeeSound \"Zombie/sight\"\n\tPainSound \"PAIN\"\n\tDeathSound \"Zombie/death\"\nAttackSound \"weapons/minigunfire\"\n\tObituary \"%o encounter a Schabbs's Infernal Mutant.\"\nDamageFactor \"RifleNoExplode\", 2.0\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n        PainChance \"ExplosiveImpact\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n{\nSpawn:\n\t\tMPOS B 1 A_Look\n                TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLoop\n\n    See:\n\t\tMPOS AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPOS AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPOS BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPOS BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPOS CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPOS CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPOS BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPOS BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\nMissile:\n\t\tMPOS D 10 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n                TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n                TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n                        TNT1 A 0 A_PlaySound(\"MG42\")\nMPOS FD 5 BRIGHT A_CustomMissile(\"MonsterMinigunTracer\", 38, 0, random(-8, 8), 0)\n      TNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n  TNT1 A 0 A_AlertMonsters\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tMPOS D 0 A_CPosRefire\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n                Goto Missile+1\n\n    Pain.Kick:\n         TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n         TNT1 A 0\n        TNT1 A 0 ThrustThingZ(0,15,0,1)\n        TNT1 A 0 A_FaceTarget\n        TNT1 A 0 A_Recoil (3)\n         MPOS A 2\n\t\t MPBK ABC 2\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPBK BA 4\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MPOS A 4\n         Goto See\n\n\tDeath:\n\t\tTNT1 A 0 A_Jump(90,\"Death.Arm\",\"Death.LEG\")\n                MUTA J 5\n\t\tMUTA K 5 A_Scream\n\t\tMUTA I 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n\t\tMUTA M 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHMUTANT\")\n\t\tStop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n                    TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\ntnt1 a 0 a_SpawnItem(\"KARClip\")\n             TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n  Death.cutless:\n        TNT1 A 0\n        TNT1 A 0 A_Jump(100, \"Death.Arm\", \"Death.Leg\",\"Death.ExplosiveImpact\")\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"RIPMUTANT\", 35, 0, random (0, 360), 2, random (0, 160))\n                CUMU A 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tCUMU B 5 A_Scream\n\t\tCUMU C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n\t\tCUMU D 5 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                CUMU D -1\n\t\tStop\n\n    Death.Arm:\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"ADESOINCAZZATO_3\", 0, 0, 0)\nSTOP\n\n    Death.Leg:\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"ADESOINCAZZATO_4\", 0, 0, 0)\n        Stop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\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\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n        MUTH ABCDE 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        MUTH E -1\n\t\tStop\n\nDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n    Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tXDeath.Plasma:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\nDeath.Desintegrate:\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"KARClip\")\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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 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 (\"XDeathflamesoldierLeg1\", 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\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    MUEX AB 5\n\t\tMUEX CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tMUEX FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"POORMUTANT\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"POORMUTANT\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\nXDEATH:\nTNT1 A 0 A_SpawnItem(\"KARClip\")\nTNT1 A 0 A_SPAWNITEM (\"DesintegratedMutant\")\nStop\n\n Pain.Taunt:\n        TNT1 A 0\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"SoldierMutant\")\n        Stop\n\n\t Death.Fire:\n\tDeath.Flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n    TNT1 A 0 A_SpawnItem(\"KarClip\")\n        TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n      Stop\n}\n}\n//OH MY GOD!MUTANT IS STILL ALIVE!!!!!!\n\nACTOR ADESOINCAZZATO_3 : MUTANT\n{\n\tGame Doom\n\tHealth 75\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 5\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n  +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n    BloodType \"NashGore_Blood\"\n\tAttackSound \"LUGER\"\n\tPainSound \"Zombie/pain\"\n\tDeathSound \"Zombie/death\"\n\tObituary \"%o encounter a Schabbs's Infernal Mutant without an arm.\"\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n        PainChance \"ExplosiveImpact\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n{\nSpawn:\n\t\tMPO1 A 10 A_Look\n                TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLoop\n\n    See:\n\t\tMPO1 AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPO1 AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPO1 BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPO1 BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPO1 CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPO1 CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPO1 BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMPO1 BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\nMissile:\n\t\tMPO1 A 10 A_FaceTarget\n                TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n                TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n                        TNT1 A 0 A_PlaySound(\"MG42\")\nMPO1 FA 5 BRIGHT A_CustomMissile(\"MonsterMinigunTracer\", 38, 0, random(-8, 8), 0)\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tMPO1 A 0 A_CPosRefire\n                Goto Missile+1\n\n Pain.Taunt:\nPAIN.KICK:\n        TNT1 A 0\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"ADESOINCAZZATO_3\")\n        Stop\n\nDeath.cutless:\nDeath:\n                MUT2 A 5\n\t\tMUT2 B 5 A_Scream\n\t\tMUT2 C 5 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n\t\tMUT2 D 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHMUTANTNOARM\")\n\t\tStop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\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\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n        MUT3 ABCDE 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        MUT3 E -1\n\t\tStop\n\n}}\n\n//MUTANTS ARE FUCKING STRONG!!!!!\n\nACTOR ADESOINCAZZATO_4 : MUTANT\n{\n\tGame Doom\n\tHealth 50\n\tRadius 20\n\tHeight 28\n\tMass 100\n\tSpeed 0\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n  +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n    BloodType \"NashGore_Blood\"\n\tAttackSound \"LUGER\"\n\tPainSound \"Zombie/pain\"\n\tDeathSound \"Zombie/death\"\n\tObituary \"%o encounter a Schabbs's Infernal Mutant without a leg.\"\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n        PainChance \"ExplosiveImpact\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n{\nSpawn:\n\t\tMSNL A 10 A_Look\n                TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n\t\tLoop\n\n    See:\n\t\tMSNL AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n\t\tGoto See\nMissile:\n\t\tMSNL A 10 A_FaceTarget\n                TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n                TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n        TNT1 A 0 A_PlaySound(\"MG42\")\n                MSNL BA 5 BRIGHT A_CustomMissile(\"MonsterMinigunTracer\", 38, 0, random(-8, 8), 0)\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tMSNL A 0 A_CPosRefire\n                Goto Missile+1\n\n Pain.Taunt:\nPAIN.KICK:\n        TNT1 A 0\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"ADESOINCAZZATO_4\")\n        Stop\n\nDeath.cutless:\nDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHMUTANTNOLEG\")\n\t\tStop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\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\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"KARClip\")\n        MLDT B 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        MLDT B -1\nStop\n\n}}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/HITLER.txt",
        "contents": "////Mecha Hitler\n\nACTOR MechaHitler Replaces Cyberdemon\n{\n\tGame Doom\n\tHealth 15000\n\tSpawnID 1\n\tRadius 25\n\tHeight 60\n\tMass 10000\n        +SOLID\n\tSpeed 3\n\tFastSpeed 10\n\tPainChance 200\n\tPainChance \"Kick\", 0\n\tPainChance \"Melee\", 0\n\tPainChance \"ExplosiveImpact\",0\n\tPainChance \"Avoid\", 120\n\tPainChance \"Taunt\", 255\n\tMonster\n\t+FLOORCLIP\n        +NOINFIGHTING\n        +DONTHARMSPECIES\n        +NOINFIGHTING\n    BloodType \"MechaBlood\"\n        SeeSound \"hitler1/sight\"\n\tObituary \"%o Heiled Hitler!\"\n    DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n    DAMAGEFACTOR \"Shrapnel\", 0.3\n    DAMAGEFACTOR \"Kick\", 0.4\n\tDAMAGEFACTOR \"MinorHead\", 2.0\n\tDAMAGEFACTOR \"Head\", 2.0\n\tDAMAGEFACTOR \"taunt\", 0.0\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tPainChance \"blood\", 0\n        DAMAGEFACTOR \"blood\", 0.0\n\tDAMAGEFACTOR \"Fatality\", 0.5\n\tDAMAGEFACTOR \"SuperPunch\", 0.5\n\tDAMAGEFACTOR \"Melee\", 0.5\n        DAMAGEFACTOR \"Coltello\",0.0\n\tStates\n\t{\n\tSpawn:\n\t\tMHTL A 10 A_Look\n\t\tLoop\n\n    See:\nTNT1 A 0 A_PLaySound(\"Hitler/step\")\n\t\tMHTL AAAAA 1 A_Chase\n\t\tMHTL BBBBB 2 A_Chase\nTNT1 A 0 A_PLaySound(\"Hitler/step\")\n\t\tMHTL CCCCC 2 A_Chase\n\t\tMHTL DDDDD 2 A_Chase\n\t\tGoto See\n\nPain:\n    TNT0 A 0 A_SpawnItem (\"DIOCAN\", 30)\nTNT1 a 0 A_playSound(\"Metal/hit\")\nGoto See\n\nMissile:\nTNT1 A 0 A_PlaySound(\"Shaiser\")\nMHTL E 30 A_FACETARGET\n              GOTO GUTENTAG\n\n  GUTENTAG:\n\tMHTL F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n   MHTL F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tMHTL F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tMHTL G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tMHTL F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n     HANS F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tMHTL F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tMHTL G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tMHTL F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n   MHTL F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tMHTL F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tMHTL G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\tMHTL F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n  MHTL F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tMHTL F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tMHTL G 2 BRIGHT A_CposRefire\n    goto GUTENTAG+1\n\n\tDeath:\nTNT1 A 0 A_PLAYSOUND(\"METAL/FALL\")\n                SLBT A 5\n\t\tSLBT B 6\n\t\tSLBT C 5 A_NoBlocking\nTNT1 A 0 A_CustomMissile (\"AdolfHitler\", 0, 0, 0)\n                SLBT D -1\n\t\tStop\n\n}\n\n}\n\nACTOR MechaBlood\n{\n\tMass 5\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+ALLOWPARTICLES\n\tStates\n\t{\n\tSpawn:\nTNT1 A 0 A_SPAWNITEM(\"DIOCAN\")\nTNT1 a 0 A_playSound(\"Metal/hit\")\n\t\tStop\n\tSpray:\nTNT1 a 0\n\t\tStop\n\t}\n}\n\nActor DIOCAN\n{Game Doom\n\tRadius 16\n\tHeight 56\n\tProjectilePassHeight -16\n        -SOLID\nsTATES\n{\nTNT1 a 0 A_playSound(\"Metal/hit\")\nIPF2 CCDD 1 bright A_SpawnItem (\"YellowFlareSmall\", 0)\n}\n}\n\nACTOR AdolfHitler\n{\n\tGame Doom\n\tHealth 5000\n\tSpawnID 1\n\tRadius 25\n\tHeight 60\n\tMass 10000\n        +SOLID\n\tSpeed 8\n\tFastSpeed 10\n\tPainChance 20\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"ExplosiveImpact\", 255\n\tPainChance \"Avoid\", 120\n\tPainChance \"Taunt\", 255\n\tMonster\n\t+FLOORCLIP\n        +NOINFIGHTING\n        +DONTHARMSPECIES\n        +NOINFIGHTING\n    BloodType \"NashGore_Blood\"\n\tDeathSound \"hitler2/death\"\n\tObituary \"%o Heiled Hitler!\"\n    DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n    DAMAGEFACTOR \"Shrapnel\", 0.3\n    DAMAGEFACTOR \"Kick\", 0.4\n\tDAMAGEFACTOR \"MinorHead\", 2.0\n\tDAMAGEFACTOR \"Head\", 2.0\n\tDAMAGEFACTOR \"taunt\", 0.0\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tPainChance \"blood\", 0\n        DAMAGEFACTOR \"blood\", 0.0\n\tDAMAGEFACTOR \"Fatality\", 0.5\n\tDAMAGEFACTOR \"SuperPunch\", 0.5\n\tDAMAGEFACTOR \"Melee\", 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tHTLR A 10 A_Look\n\t\tLoop\n\n    See:\n\t\tHTLR AA 1 A_Chase\n\t\tHTLR AA 2 A_Chase\n\t\tHTLR BB 2 A_Chase\n\t\tHTLR cc 2 A_Chase\n\t\tHTLR DD 2 A_Chase\n\t\tGoto See\n\nMissile:\nTNT1 A 0 A_PlaySound(\"Shaiser\")\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\nHTLR E 30 A_FACETARGET\n              GOTO GUTENTAG\n\n  GUTENTAG:\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHTLR F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n   HTLR F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHTLR F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHTLR G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHTLR F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n     HTLR F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHTLR F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHTLR G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHTLR F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n   HTLR F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHTLR F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHTLR G 2 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t TNT1 B 0 A_SpawnItem(\"HeadshotTargetHans\", 0, 60,0)\n\tHANS F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n   HTLR F 0 BRIGHT A_CustomMissile(\"HansTracer\",32,16,random(-13,13))\n\tHTLR F 1 BRIGHT A_CustomMissile(\"HansTracer\",32,-16,random(-13,13))\n\tHTLR G 2 BRIGHT A_CposRefire\n    goto GUTENTAG+1\n\nPain:\nHTLR H 1\nHTLR H 3\ngoto see\n\n\tDeath:\n        TNT1 A 0 A_Jump(150, \"ADIEUEVA\")\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n                HTLR H 3\n\t\tHTLR Q 3 A_Scream\n\t\tHTLR R 3 A_NoBlocking\n\t\tTNT1 A 0\n\t\tHTLR S 3 A_GiveToTarget(\"ScoreItem\", 100000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                HTLR S 250\n                HTLR S -1 A_BossDeath\n\t\tStop\n\nADIEUEVA:\n HTLR H 3 A_SCREAM\n HTLR H 60\n\t     TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 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 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 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 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 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))\nTNT1 a 0 A_PlaySound(\"HITLER/GORE\")\nHTLR IIIJJJKKKLLLMMMNNNOOO 1\nHTLR P 250\nHTLR P -1 A_BOSSDEATH\n\nDeath.Fire:\n\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3 A_PlaySound(\"BURNZOM\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB A 3\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB B 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB C 3 A_NoBlocking\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nQBHB D 3\nOFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 20, 0, random (0, 360), 2, random (50, 130))\nLD1A G 120\nLD1A G -1 A_BOSSDEATH\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/MP40OFFICERS.txt",
        "contents": "ACTOR NAZIOFFICER\n{\n\tGame Doom\n\tHealth 120\n\tSpawnID 1\n\tRadius 16\n\tHeight 44\n\tHeight 44\n\tMass 100\n\tSpeed 9\n\tFastSpeed 10\n    Scale 0.98\n\tPainChance \"blood\", 0\n        DAMAGEFACTOR \"blood\", 0.0\n\tPainChance 200\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"ExplosiveImpact\", 255\n\tPainChance \"Avoid\", 120\n\tPainChance \"Taunt\", 255\n\tMonster\n\t+FLOORCLIP\n +NOINFIGHTING\n  +SOLID\n  +DONTHARMSPECIES\n    BloodType \"NashGore_Blood\"\n\tSeeSound \"SPION\"\n\tPainSound \"nazi/pain\"\n\tDeathSound \"OFDEATH\"\n\tActiveSound \"none\"\nDamageFACTOR \"RifleNoExplode\", 2.0\n    DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n    DAMAGEFACTOR \"Shrapnel\", 0.3\n    DAMAGEFACTOR \"Kick\", 0.4\n\tDAMAGEFACTOR \"MinorHead\", 2.0\n\tDAMAGEFACTOR \"Head\", 2.0\n\tDAMAGEFACTOR \"taunt\", 0.0\n\tObituary \"%o was stopped by a HauptsturmFuhrer.\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tDAMAGEFACTOR \"Fatality\", 0.5\n\tDAMAGEFACTOR \"SuperPunch\", 0.5\n\tDAMAGEFACTOR \"Melee\", 0.5\n\tStates\n\t{\n\n\tPain.Avoid:\n\t  TNT1 A 0\n\t  TNT1 A 0 A_Jump(255, \"AvoidLeft\", \"AvoidRight\")\n\t  Goto AvoidLeft\n\n\t  AvoidLeft:\n\t    SPOS A 1 A_FaceTarget\n\t    TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)\n        RPOS ABCDABCD 2 A_FaceTarget\n        Goto Missile\n\tAvoidRight:\n\t    POSS A 1 A_FaceTarget\n\t    TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)\n        RPOS ABCDABCD 2 A_FaceTarget\n        Goto Missile\n\n\tSpawn:\n\n          MOAL AAAAA 2 A_Look\n          TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t  Loop\n\n\tSee:\n\n           RPOS AAAABBBBCCCCDDDD 1 A_Chase\n           TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"SKShotgunGuy\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS AA 2 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS AA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS BB 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 30,0)\n\t\tRPOS CC 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS DD 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS DD 2 A_Chase\n\n\t\tLoop\n\n\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tRPOS G 5 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n                RPOS G 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tRPOS G 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\t\tRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n                RPOS G 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tRPOS G 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\t\tRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n                RPOS G 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tRPOS G 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\t\tRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n                RPOS G 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tRPOS G 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tRPOS F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n                RPOS G 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tRPOS G 2 A_FaceTarget\n\t\tGoto See\n\n\tPain:\n        TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_TakeInventory(\"SKShotgunGuy\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 3 A_Pain\n\t\tGoto See\n        TNT1 AAAAA 0\n        TNT1 A 0 A_Pain\n        ID11 H 8\n\t\tID11 S 35\n        TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n        Goto See\n\n\tPain.Melee:\n\tTNT1 A 0\n        TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tRPOS G 3 A_Pain\n\t\tGoto See\n        TNT1 AAAAA 0\n        TNT1 A 0 A_Pain\n        ID11 H 8\n\t\tID11 S 35\n        TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n        Goto See\n\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\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(\"SKZombieman\", 1)\n         TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n        TNT1 A 0 ThrustThingZ(0,40,0,1)\n         ID11 GH 8\n\t\tGoto FallingAfterImpact\n\n    Pain.Kick:\n         TNT1 A 0\n         ID11 G 1 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t  TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n         TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n        TNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\t//ID11 E 1 A_Chase (\"\",\"\")\n\t\tID11 G 1 A_facetarget\n        ID11 G 6 ThrustThing(angle*256/360+128, 10, 0, 0)\n         ID11 H 8\n\t\tGoto FallingAfterImpact\n\n\t\tFallingAfterImpact:\n\t\tID11 H 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tID11 H 1 A_CheckFloor (\"GetUp\")\n\t\tNULL 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\", 20, \"Death.Stomp\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 14, \"FallingSuperDeath\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 7, \"FallingDeath\")\n\t\tID11 SSSSSSS 5 A_JumpIf(momz < 0, \"FallingAfterImpact\")\n\t\tTNT1 A 0 A_TakeInventory(\"FallingHeight\", 100)\n         TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n         Goto See\n\n\tFallingDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (50, 130))\n\tID11 EF 2\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\")\n\tStop\n\n\tFallingSuperDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_XScream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tGoto Death.ExplosiveImpact+1\n\n    Pain.KillMe:\n        TNT1 A 0\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"ShotgunGuy\")\n        Stop\n\nDeath.Shotgun:\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Shotgunontheface\")\n\n\t\tGoto Death\n\n\tDeath.Shotgunontheface:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(56, \"Death.Arm\", \"Death.Leg\")\n\t    TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 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 A_NoBlocking\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tID18 A 10 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tID11 GH 10\n         TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\")\n\t\t Stop\n\n    Death.Eat:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_Scream\n        TNT1 A 0 A_GiveToTarget(\"SergeantFatality\",1)\n        Stop\n\n\tDeath.ShotgunonthefaceArm:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\")\n\t    TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 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 A_NoBlocking\n         ID11 OP 15 A_GiveToTarget(\"ScoreItem\", 600)\n         TNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\n\t\t Stop\n\nDeath.Kick:\n         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         ID11 GH 8 A_GiveToTarget(\"ScoreItem\", 400)\n         TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy1\", 5)\n         Stop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n                    TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\n             TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\nDeath.Coltello:\n               TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nOUCE A 5 A_Scream\nOUCE B 5 A_NOBLOCKING\nOUCE C 5\nOUCE D 4\nOUCE E 4\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nOUCE E -1\nStop\n\nDeath.Melee:\n    TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\nTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 1000)\n        GOTO Death.Fatality1\n\n\tDeath.Fatality1:\n        TNT1 A 0 A_GiveToTarget(\"ImpFatality\", 1)\n        Stop\n\n    Death.Down:\n        TNT1 A 0\n        TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\", 1)\n\t\tStop\n\n\tDeath:\n       TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n       tnt1 a 0 a_Jump(100,\"Death.coltello\")\n        TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tSPOS H 5 A_Scream\n\t\tSPOS I 5\n\t\tSPOS J 5 A_NoBlocking\n\t\tSPOS K 5 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\", 1)\n\t\tStop\n\n\tDeath.WorldAtWarStyle:\nOFWA A 4\nOFWA B 4 A_Scream\n    TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tOFWA B 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 500)\nOFWA C 4\n    TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tOFWA C 2 BRIGHT\nOFWA D 4 A_GiveToTarget(\"ScoreItem\", 600)\n    TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tOFWA D 2 BRIGHT\nOFWA EFG 4\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\nOFWA G 0 A_SpawnItem (\"MediumBloodSpot\")\nTNT1 A 0 A_SpawnItem (\"DEATHOFWAW\")\n\t\tStop\n\n Death.leg:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 35, 0, random (0, 360), 2, random (0, 160))\n                SPO3 A 5\n\t\tSPO3 B 5 A_Scream\n\t\tSPO3 C 5 A_NoBlocking\n\t\tSPO3 D 5 A_GiveToTarget(\"ScoreItem\", 200)\n                SPO3 E 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadOF_NoLeg\")\n\t\tStop\n\n    Death.Arm:\nTNT1 A 0 A_JUMP(50,\"DEATH.ARM2\")\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        SPO5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n        spo5 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n        TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE\", 2)\n        Stop\n\nDeath.Arm2:\n               TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nAHIO A 5 A_Scream\nAHIO B 5 A_NOBLOCKING\nAHIO C 5\nAHIO D 5\nAHIO E 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nAHIO E -1\nStop\n\n\tDeath.MinorHead:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_Jump(32, \"Death.MinorHeadLong\")\n        TNT1 AAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"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\tMACH U 6 A_Scream\n\t\tSPOS V 6 A_NoBlocking\n\t\tSPOS XY 6 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoBrain\", 1)\n        //\t\tSPOS Z -1\n\t\tStop\n\n\t\tDeath.MinorHeadLong:\n        TNT1 AAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"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\tSPOS U 6 A_Scream\n\t\tSPOS V 6 A_NoBlocking\n\t\tSPOS VWVWVW 18 A_Pain\n\t\tSPOS XY 6 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoBrain\", 1)\n        //\t\tSPOS Z -1\n\t\tStop\n\n\tDeath.head:\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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n        SPDH ABBC 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tSPDH CDE 8 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\n        //        SPDH E -1\n\t\tStop\n\n\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        SPDH AABBBC 8 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tSPDH CDE 8 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\n        //        SPDH E -1\n\t\tStop\n\n\t\tDeath.cut:\n        TNT1 A 0\n        TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n        Goto Death.Tear\n\n\t    Death.cutless:\n        TNT1 A 0\n       TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t\tTNT1 A 0 A_Jump(32, \"Death.Cut\")\nTNT1 A 0 A_Jump(100, \"Death.LegMassacre\",\"HitlerDeathStyle\")\n                tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n        Goto Death.Massacre\n\nHitlerDeathStyle:\nSPOS G 3\n SPOS G 30\n\t     TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 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 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n         TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\ntnt1 a 0 A_PlaySound(\"HITLER/GORE\")\nTNT1 A 0 A_NOBLOCKING\nFOFF AABB 2\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\nFOFF CCDD 2\n\t\ttnt1 a 0 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nFOFF D -1\nStop\n\n        Death.Tear:\n        TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 O 0 A_NoBlocking\n\t    SP2X AA 8 A_GiveToTarget(\"ScoreItem\", 600)\n        TNT1 A 0 A_CustomMissile (\"XDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"RipSergeant\", 0, 0, random (0, 360), 2, random (0, 160))\n        SP2X BBCD 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n\t\tStop\n\n        Death.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\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n        TNT1 A 0 A_SpawnItem (\"BrutalizedSergeant1\", 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_GiveToTarget(\"ScoreItem\", 600)\n        TNT1 A 0 A_SpawnItem (\"BrutalizedSergeantLeg\", 1)\n\t\tStop\n\n    Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.Railgun:\n\t    SZD1 E 1 A_Pain\n\t\tSZD1 E 1 A_FaceTarget\n        //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSergeantHead\", 32, 0, random (170, 190), 2, random (0, 40))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        SZD1 EEFFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tSZD1 H -1\n        Stop\n\n    \tDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n    Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tDeath.SuperPlasma:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_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.BHFT:\n        TNT1 A 0 A_GiveToTarget(\"SergeantFatality\", 1)\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 1\n\t\tStop\n\n    Death.fire:\n    Death.burn:\n    Death.flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 800)\n              TNT1 A 0 A_SpawnItem(\"BurningOFFICER\")\n      Stop\n\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n  \t    TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n        TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n        Stop\n\n\tDeath.Desintegrate:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"DesintegratedHuman\")\n      Stop\n\n\t\t Death.Stomp:\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 1 A_XScream\n    TNT1 A 1 A_NoBlocking\n\tStop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(130,\"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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        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    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    ID14 AB 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tID14 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tID14 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\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 A 0 ThrustThingZ(0,50,0,1)\n\tID16 A 1 A_Scream\n\t    ID16 A 9\n\t\tID16 BCD 9 A_CheckFloor (\"Dead.Landmine\")\n\t\tID16 DDDD 9 A_CheckFloor (\"Dead.Landmine\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\n\t\tStop\n\n\t\t\tDead.Landmine:\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tRaise:\n\t\tSPOS L 5\n\t\tSPOS KJIH 5\n\t\tGoto See\n    Crush:\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        POSC B 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        POSC B -1\n        Stop\n\n\tStealthKill:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKShotgunGuy\", 1)\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 0 A_Fall\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nActor DeadShotgunGuyR Replaces DeadShotgunguy\n{\n    Radius 12\n    Height 12\n    +SHOOTABLE\n    -SOLID\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CORPSE\n\t+FLOORCLIP\n    Mass 1000\n    Health 100\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 GH 8\n         TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy1\", 5)\n         Stop\n    Spawn:\n        SPOS L -1\n        Stop\n\tRaise:\n\t\tSPOS K 1\n\t\tSPOS JIH 1\n        TNT1 A 0 A_SpawnItem (\"ShotgunGuy1\", 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 (\"DeadShotgunGuy_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 (\"Nashgore_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//check inside SERGEANTS.txt\n/*\nActor DeadShotgunGuy_NoArm: DeadShotgunGuy1\n{Health 200 States{Spawn:\n        SPO5 I -1\n        Stop\n    Death.CutLess:\n    Death.Cut:\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 (\"DeadShotgunguy_NoHeadNoArm\", 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 (\"DeadShotgunGuy_NoArm\", 5)\n         Stop}}\n\nActor DeadShotgunGuy_NoLeg: DeadShotgunGuy_NoArm\n{Health 200 States{Spawn:\n        SPO3 F -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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 (\"DeadShotgunGuy_NoLeg\", 5)\n         Stop}}\n\nActor DeadShotgunGuy_NoBrain: DeadShotgunGuy1\n{Health 200 States{Spawn:\n        SPOS 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 (\"DeadShotgunguy_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 (\"DeadShotgunGuy_NoBrain\", 5)\n         Stop}}\n\nActor DeadShotgunGuy_NoHead: DeadShotgunGuy1\n{Health 200 States{Spawn:\n        SPDH E -1\n        Stop\tDeath:\n    Death.CutLess:\n    Death.Cut:\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 (\"DeadShotgunGuy_NoHeadNoArm\", 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 (\"DeadShotgunGuy_NoHead\", 5)\n         Stop}}\n\nActor DeadShotgunGuy_NoHeadNoArm: DeadShotgunGuy1\n{Health 200 States{Spawn:\n        SPXS B -1\n        Stop\tDeath:\n    Death.CutLess:\n    Death.Cut:\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 (\"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\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 (\"DeadShotgunGuy_NoHeadNoArm\", 5)\n         Stop}}\n\nActor DeadShotgunGuy_Half: DeadShotgunGuy1\n{Health 200 States{Spawn:\n        SP2X E -1\n        Stop\n        Death:\n\t\tDeath.Cut:\n        Death.Cutless:\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         Stop}}\n*/\nActor DEATHOFWAW: DeadShotgunGuy1\n{Health 200 States{Spawn:\n        OFWA G -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\n/*\nActor DIOGNOMO: DeadShotgunGuy1\n{Health 200 States{Spawn:\n        SPO5 I -1\n        Stop\n    Death.CutLess:\n    Death.Cut:\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 (\"DeadShotgunguy_NoHeadNoArm\", 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 (\"DIOGNOMO\", 5)\n         Stop}}\n\nACTOR BeheadedSergeantZombie: DeadShotgunGuy_NoHead\n{\n\tMass 6\n}\n\nACTOR TUVUOILEBOTTE\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/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\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\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 (\"BigBloodSpot\")\n\tSPO5 A 10\n        SPO5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n          \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        SPO5 C 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        SPO5 D 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        SPO5 E 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        SPO5 F 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        SPO5 k 20\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_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    SPO5 G 8\n\t\tTNT1 A 0 A_PlaySound (\"OFDEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\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        SZD4 A 10\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_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         ID11 GH 15\n         TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_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 (\"Nashgore_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 (\"Nashgore_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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\n\nACTOR DyingSergeant\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/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\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\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 (\"BigBloodSpot\")\n\tSPO5 A 10\n        SPO5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n          \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        SPO5 C 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        SPO5 D 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        SPO5 E 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        SPO5 F 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        SPO5 k 20\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_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    SPO5 G 8\n\t\tTNT1 A 0 A_PlaySound (\"OFDEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunGuy_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        SZD4 A 10\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_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         ID11 GH 15\n         TNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\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 (\"Nashgore_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 (\"Nashgore_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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\n\nACTOR DyingSergeantNoLeg\n{\n    Radius 12\n    Height 16\n    Speed 9\n\tHealth 50\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\t+SHOOTABLE\n    +FLOORCLIP\n\t//+NOBLOCKMAP\n    +LOOKALLAROUND\n\t+FRIGHTENED\n\t+SOLID\n\t+FLOORCLIP\n\tDAMAGEFACTOR \"Kick\", 0.1\n\tDAMAGEFACTOR \"trample\", 2.0\n\tPainChance \"Kick\", 255\n    States\n    {\n\n\tPain.Kick:\n\tTNT1 A 0 A_CustomMissile (\"Teeth\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"TeethNoBounce\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"CrueltyBonus1health\")\n\tTNT1 A 0 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tSMAK ABA 6\n\tSMAM A 15\n\tGoto See\n\n\t\t\tDeath.Kick:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n        TNT1 A 0 A_GiveToTarget(\"IsCurbstompingSergeant\", 1)\n        Stop\n\n\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n    Spawn:\n\tSMAM A 1 A_Look\n\tLoop\n    See:\n\t\tSMAM ABAB 10 A_Wander\n        SMAM A 9 A_Pain\n\t\tTNT1 A 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, 0, 10, 0, 0)\n\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(\"DeadShotgunGuy_NoLeg\")\n\t\tStop\n    Crush:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        CRS2 A 5\n        CRS2 A -1\n        Stop\n\n\tDeath.Plasma: Death.Plasma2:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"Nashgore_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\t//TNT1 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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 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\t}\n}\n\nACTOR DyingSergeantLegBlewedOff: DyingSergeant\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n    DAMAGEFACTOR \"Avoid\", 0.0\n    DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n\tSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tSPO5 C 1\n\tGoto Suffer\n\n\tSuffer:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        SPO3 D 10\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        SPO3 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_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    SPO3 GH 6\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunGuy_NoLeg\")\n\t\tStop\n\n    Death.Head:\n    Death.Decaptate:\n        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        SPO3 IJ 6\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n\nDeath.Shotgun:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 GH 15\n         TNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\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 (\"Nashgore_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 (\"Nashgore_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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\n\nACTOR BrutalizedSergeant1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 75\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\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n    SZD1 A 25\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        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    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeant2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n  \t    TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\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 (\"Nashgore_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 (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n}}\n\nACTOR BrutalizedSergeantStop: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nSZD2 ABCD 5 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nSZD3 D -1\n       Stop    }}\n\nACTOR BrutalizedSergeant2: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    SZD1 B 25\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\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeant3\")\n\t\tStop\n}}\n\nACTOR BrutalizedSergeantStop2: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nSZD4 AB 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nSZD4 B -1\n       Stop    }}\n\nACTOR BrutalizedSergeant3: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    SZD1 C 25\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop3\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 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\tSZD1 EFGH 6\n\t\tSZD1 H -1\n\t\tStop\n}}\n\nACTOR BrutalizedSergeantStop3: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nSZD3 ABC 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nSZD3 C -1\n       Stop    }}\n\nACTOR StompedSergeant: CurbstompedMarine\n{Health 200 States{Spawn:\n        02CB F -1\n        Stop\tDeath:\nTNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\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 VeryFuckedUpBrutalizedSergeantLeg: CurbstompedMarine\n{Health 200 States{Spawn:\n        ID14 G -1\n        Stop\tDeath:\nTNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\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 BrutalizedSergeantLeg: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    SPO3 A 15\n\tGoto DieNow\n\n    DieNow:\n\tSPO3 BCD 5\n\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        //TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    ID14 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tStop\n}}\n\nACTOR DyingZombiemanNoArm: DyingSergeant\n{\n+FLOORCLIP\n\tStates\n\t{\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n\t    Death.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n      Stop\n\n\tSpawn:\n    ZZD2 B 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD2 E 10\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        ZZD2 B 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_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD2 E 10\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        ZZD2 B 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_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD2 E 10\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        ZZD2 B 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_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD2 E 10\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        ZZD2 B 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_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD2 E 10\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        ZZD2 B 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_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD2 E 10\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        ZZD2 B 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_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD2 E 10\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        ZZD2 B 10\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    ZZD2 C 8\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoArmFront\")\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\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        ZZD3 G 10\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadNoArm\", 1)\nStop\n\nDeath.Plasma: Death.Plasma2:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 EF 15\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoArm\")\n\t\t Stop\n\n\t\t Death.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n\n        TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n   Xdeath:\n   Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n        //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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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_PlaySound (\"misc/xdeath\")\n\t\tTNT1 A 0 A_NoBlocking\n        SZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tSZD1 H -1\n        Stop\n\n\t}\n}\n\nACTOR ZombieManDyingAfterFatality: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\t    Death.fire:\n\tDeath.Flames:\n\tTNT1 AA 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n      Stop\n\n\tSpawn:\n    ZZD5 E 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    ZZD5 G 8 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tStop\n\n    Death.Head:\n\tDeath.Minorhead:\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\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        ZZD5 HI 10\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\", 1)\nStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 EF 15\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\t Stop\n\n\t\t Death.Fatality:\n\t\tGoto XDeath\n\n\t}\n}\n\nACTOR ZombiemanGotHisLegBlowed: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\n\tSpawn:\n    POS7 E 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        POS7 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    POS7 F 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\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    TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\tTNT1 A 0 A_SpawnItem (\"DyingZombieMan\")\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        TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\", 1)\n\t\tStop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 KL 15\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\t Stop\n\n\t}\n}\n\nACTOR DeadZombieman_NoHeadNoArm: DeadZombieman_NoHead\n{Health 200 States{Spawn:\n        ZZD3 H -1\n\t\tStop}}\n\n\tACTOR SergeantFatalizedByBaron: TeleportFog\n{\nRenderstyle Translucent\nAlpha 1.0\n\tStates\n\t{\n\tSpawn:\n\tSP2X BCD 8\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n    TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n\tStop\n}\n}\n\nACTOR SergeantGotHisLegBlowed: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\tSpawn:\n    SPO3 D 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        SPO3 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    SPO3 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\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\tSPO3 GH 5\n\t    TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\tTNT1 A 0 A_SpawnItem (\"DyingSergeantNoLeg\")\n\tStop\n\n    Death.Head:\n    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\tSPO3 IJ 5\n\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n        ID11 GH 10\n         TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\t Stop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n\t}\n}\n\nACTOR FlyingImpaledSergeant\n{\n    Radius 8\n    Height 8\n    Speed 10\n    Scale 1.2\n\tMass 1\n    +NOBLOCKMAP\n\t+MISSILE\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CLIENTSIDEONLY\n    +RIPPER\n    +BLOODLESSIMPACT\n\t-DONTSPLASH\n\t+THRUGHOST\ndamagetype Blood\n    SeeSound \"misc/xdeath4\"\n    DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n\tMass 1\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        ID18 AA 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tID11 GG 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Goto Fall\n\tFall:\n\t    ID11 H 3 A_CustomMissile (\"NashGore_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        TNT1 A 0 A_SpawnItem(\"DeadShotgunguy\")\n\t\tTNT1 A 1\n        Stop\n        TNT1 A 1\n     Splash:\n        TNT1 A 0\n        Stop\n    }\n}\n\n  ACTOR Grenade2\n{\n\n    Radius 8\n    Height 6\n    Speed 20\n    Damage 4\n    SCALE 0.50\n    PROJECTILE\n    +EXTREMEDEATH\n    damagetype flame\n    +DoomBounce\n    DeathSound \"god/bang\"\n    States\n    {\n    Spawn:\n      \tGRND ABCDEF 2 A_gravity\n        Loop\n    Death:\n    EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\t\tTNT1 A 1 A_PlaySound(\"grn/explode\",3)\n        TNT1 A 0 A_AlertMonsters\n\n                TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n        TNT1 AAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\n        TNT1 AAAAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        EXPL AAA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 1 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n        Stop}}*/\n\n\t\tACTOR NAZMP40_PATROL : NAZIOFFICER\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tRPOS AAA 1 A_Wander\n\t\tRPOS AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tRPOS BBB 1 A_Wander\n\t\tRPOS BBB 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tRPOS CCC 1 A_Wander\n\t\tRPOS CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tRPOS DDD 1 A_Wander\n\t\tRPOS DDD 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}\n\n//GESU CRISTO,NO NESSUNO!\nACTOR NAZMP40_PATROLL_ManDropsClip: NAZMP40_PATROL Replaces NAZMP40_PATROL\n{\nDropItem \"Secretweapon_mp40\"\n}\n\n/*\nActor DeadOF_NoLeg\n{\n    Radius 12\n    Height 12\n    +SHOOTABLE\n    -SOLID\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CORPSE\n\t+FLOORCLIP\n    Mass 1000\n    Health 100\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{Spawn:\n        SPO3 F -1\n        Stop\nDeath:\n   Death.CutLess:\n    Death.Cut:\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}}*/\n\nACTOR Poormp40OFFICER\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 50\n\t\tPainSound \"NAZI/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\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\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(\"BurningOFFICER\")\n        TNT1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n      Stop\n\n\tSpawn:\n    TNT1 A 0\n\tOFKN A 10\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n        TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n        OFKN B 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n        TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n        OFKN C 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\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\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    SPOS J 2 A_GiveToTarget(\"ScoreItem\", 500)\n            SPOS K 2\n\t\tTNT1 A 0 A_PlaySound (\"OFDEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\")\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        SPDH D 2\nTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\nStop\n\nDeath.Shotgun:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 GH 15\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\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 (\"Nashgore_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 (\"Nashgore_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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/MUTANTS.txt",
        "contents": "//Mutants\n\nACTOR MUTANT\n{\n\tGame Doom\n\tHealth 100\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 5\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n  +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n    BloodType \"NashGore_Blood\"\n        SeeSound \"Zombie/sight\"\n\tPainSound \"PAIN\"\n\tDeathSound \"Zombie/death\"\n\tObituary \"%o encounter a Schabbs's Infernal Mutant.\"\nDamageFactor \"RifleNoExplode\", 2.0\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n        PainChance \"ExplosiveImpact\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n{\nSpawn:\n\t\tWMUT Z 10 A_Look\n                TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLoop\n\n    See:\n\t\tMUTA AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUTA AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUTA BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUTA BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUTA CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUTA CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUTA BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUTA BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tMissile:\n                WMUT G 0 A_FaceTarget\n                WMUT G 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWMUT G 10\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n                WMUT G 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n                TNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n        TNT1 A 0 A_AlertMonsters\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n                WMUT H 5 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWMUT I 0 A_FaceTarget\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tWMUT I 10 Bright A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n                WMUT G 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n        TNT1 A 0 A_AlertMonsters\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/luger\")\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\nTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n                WMUT H 5 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWMUT AAAAAABBBBBB 1 A_Chase\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tGOTO See\n\n    Pain.Kick:\n         TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n         TNT1 A 0\n        TNT1 A 0 ThrustThingZ(0,15,0,1)\n        TNT1 A 0 A_FaceTarget\n        TNT1 A 0 A_Recoil (3)\n         MUTA A 2\n\t\t CPBK ABC 2\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t CPBK BA 4\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t MUTA A 4\nGOTO Missile\n\n\tDeath:\n\t\tTNT1 A 0 A_Jump(90,\"Death.Arm\",\"Death.LEG\")\n                MUTA J 5\n\t\tMUTA K 5 A_Scream\n\t\tMUTA I 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n\t\tMUTA M 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHMUTANT\")\n\t\tStop\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n                    TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\ntnt1 a 0 a_SpawnItem(\"LUGER\")\n             TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n  Death.cutless:\n        TNT1 A 0\n        TNT1 A 0 A_Jump(100, \"Death.Arm\", \"Death.Leg\",\"Death.ExplosiveImpact\")\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"RIPMUTANT\", 35, 0, random (0, 360), 2, random (0, 160))\n                CUMU A 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tCUMU B 5 A_Scream\n\t\tCUMU C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n\t\tCUMU D 5 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                CUMU D -1\n\t\tStop\n\n    Death.Arm:\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"ADESOINCAZZATO\", 0, 0, 0)\nSTOP\n\n    Death.Leg:\nTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"ADESOINCAZZATO_2\", 0, 0, 0)\n        Stop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\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\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n        MUTH ABCDE 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        MUTH E -1\n\t\tStop\n\nDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n    Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tXDeath.Plasma:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\nDeath.Desintegrate:\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"LUGER\")\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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 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 (\"XDeathflamesoldierLeg1\", 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\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    MUEX AB 5\n\t\tMUEX CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tMUEX FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"POORMUTANT\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"POORMUTANT\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\nXDEATH:\nTNT1 A 0 A_SpawnItem(\"LUGER\")\nTNT1 A 0 A_SPAWNITEM (\"DesintegratedMutant\")\nStop\n\n Pain.Taunt:\n        TNT1 A 0\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"Mutant\")\n        Stop\n\n\t Death.Fire:\n\tDeath.Flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n    TNT1 A 0 A_SpawnItem(\"LUGER\")\n        TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n      Stop\n}\n}\n//OH MY GOD!MUTANT IS STILL ALIVE!!!!!!\n\nACTOR ADESOINCAZZATO : MUTANT\n{\n\tGame Doom\n\tHealth 75\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 5\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n  +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n    BloodType \"NashGore_Blood\"\n\tAttackSound \"LUGER\"\n\tPainSound \"Zombie/pain\"\n\tDeathSound \"Zombie/death\"\n\tObituary \"%o encounter a Schabbs's Infernal Mutant without an arm.\"\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n        PainChance \"ExplosiveImpact\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n{\nSpawn:\n\t\tMUNA A 10 A_Look\n                TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tLoop\n\n    See:\n\t\tMUNA AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUNA AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUNA BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUNA BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUNA CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUNA CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUNA BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUNA BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tMissile:\n                WMU1 G 0 A_FaceTarget\n                WMU1 G 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWMU1 G 10\n                TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n                TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n                TNT1 A 0 A_PlaySound(\"weapons/luger\")\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n                WMU1 H 5 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWMU1 I 0 A_FaceTarget\n\t\tWMU1 I 10 BRIGHT A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n    TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n                TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/luger\")\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n                WMU1 H 5 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tMUNA AAAAAABBBBBB 1 A_Chase\n\t\tGOTO See\n\n Pain.Taunt:\nPAIN.KICK:\n        TNT1 A 0\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"ADESOINCAZZATO\")\n        Stop\n\nDeath.cutless:\nDeath:\n                MUT2 A 5\n\t\tMUT2 B 5 A_Scream\n\t\tMUT2 C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n\t\tMUT2 D 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHMUTANTNOARM\")\n\t\tStop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\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\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n        MUT3 ABCDE 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        MUT3 E -1\n\t\tStop\n\n}}\n\nActor DEATHMUTANT\n{\n    Radius 12\n    Height 12\n    +SHOOTABLE\n    -SOLID\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CORPSE\n\t+FLOORCLIP\n    Mass 1000\n    Health 100\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\n    Spawn:\n        MUTA N -1\n        Stop\n    Death:\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\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 (\"Nashgore_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 POORMUTANT\n{\n    Radius 12\n    Height 12\n    +SHOOTABLE\n    -SOLID\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CORPSE\n\t+FLOORCLIP\n    Mass 1000\n    Health 100\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\n    Spawn:\n        MUEX G -1\n        Stop\n    Death:\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\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 (\"Nashgore_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 DEATHMUTANTNOARM\n{\n    Radius 12\n    Height 12\n    +SHOOTABLE\n    -SOLID\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CORPSE\n\t+FLOORCLIP\n    Mass 1000\n    Health 100\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\n    Spawn:\n        MUT2 E -1\n        Stop\n    Death:\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\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 (\"Nashgore_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 DEATHMUTANTNOLEG\n{\n    Radius 12\n    Height 12\n    +SHOOTABLE\n    -SOLID\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CORPSE\n\t+FLOORCLIP\n    Mass 1000\n    Health 100\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\n    Spawn:\n        MLDT A -1\n        Stop\n    Death:\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\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 (\"Nashgore_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 RIPMUTANT\n{\n    Radius 12\n    Height 12\n    +SHOOTABLE\n    -SOLID\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CORPSE\n\t+FLOORCLIP\n    Mass 1000\n    Health 100\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\n    Spawn:\n        MCCA A -1\n        Stop\n    Death:\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\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 (\"Nashgore_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\n//MUTANTS ARE FUCKING STRONG!!!!!\n\nACTOR ADESOINCAZZATO_2 : MUTANT\n{\n\tGame Doom\n\tHealth 50\n\tRadius 20\n\tHeight 28\n\tMass 100\n\tSpeed 0\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n  +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n    BloodType \"NashGore_Blood\"\n\tAttackSound \"LUGER\"\n\tPainSound \"Zombie/pain\"\n\tDeathSound \"Zombie/death\"\n\tObituary \"%o encounter a Schabbs's Infernal Mutant without a leg.\"\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n        PainChance \"ExplosiveImpact\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n{\nSpawn:\n\t\tMUNL A 10 A_Look\n                TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n\t\tLoop\n\n    See:\n\t\tMUNL AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n\t\tGoto See\n\n\tMissile:\n                MUNL A 0 A_FaceTarget\n                MUNL A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n       TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n                TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n\t\tMUN1 A 10 BRIGHT A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n                TNT1 A 0 A_PlaySound(\"weapons/luger\")\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n                MUNL A 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n\t\tMUNL A 0 A_FaceTarget\n\t\tGOTO See\n\n Pain.Taunt:\nPAIN.KICK:\n        TNT1 A 0\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"ADESOINCAZZATO_2\")\n        Stop\n\nDeath.cutless:\nDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHMUTANTNOLEG\")\n\t\tStop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\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\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"LUGER\")\n        MLDT B 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        MLDT B -1\nStop\n\n}}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/NAZIS.txt",
        "contents": "ACTOR Nazi\n{\n\tGame Doom\n\tHealth 120\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 8\n\tPainChance \"blood\", 0\n        damagefactor \"blood\", 0.0\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\n\t+MISSILEMORE\n +NOINFIGHTING\n  +DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n    BloodType \"NashGore_Blood\"\n\tSeeSound \"nazi/sight\"\n\tAttackSound \"MP40\"\n\tPainSound \"nazi/pain\"\n\tDeathSound \"nazi/death\"\n\tObituary \"%o was killed by a damn Mann.\"\n\tDropItem \"\"\nDamageFactor \"RifleNoExplode\", 2.0\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n        PainChance \"ExplosiveImpact\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n                TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSSAL A 10 A_Look\n\t\tLoop\n    See:\n\t\tNAZI AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tSee2:\n\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tNAZI AABBCCBB 2 A_Chase\n\t\tGoto See\n\n\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tNAZI E 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tNAZI E 5 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tGoto See\n\n\tPain:\n\t    TNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_PlaySOund(\"nazi/pain\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tNAZI G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI G 3 A_Pain\n\t\t//TNT1 A 0 A_Jump(128, \"Respawned\")\n\t\tTNT1 A 0\n\t\tGoto See\n\n    Pain.Kick:\n         TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n         TNT1 A 0\n        TNT1 A 0 ThrustThingZ(0,15,0,1)\n        TNT1 A 0 A_FaceTarget\n        TNT1 A 0 A_Recoil (3)\n         NAZI G 2\n\t\t NPBK ABC 2\n\t\t NPBK C 8 A_Pain\n                 TNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NPBK D 8\n\t\t NPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NPBK D 8\n\t\t NPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NPBK D 8\n\t\t NPBK C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NPBK D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NPBK BA 4\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t NAZI G 4\n         Goto See\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\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(\"SKZombieman\", 1)\n         TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n        TNT1 A 0 ThrustThingZ(0,40,0,1)\n         HEIL AB 8\n\t\tGoto FallingAfterImpact\n\n\t\tFallingAfterImpact:\n\t\tHEIL C 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tHEIL C 1 A_CheckFloor (\"GetUp\")\n\t\tNULL A 0 A_JumpIf (momz == 0, \"GetUp\")\n\t\tLoop\n\n\t\tGetUp:\n\t\tTNT1 A 0\n\n\t\tHEIL D 10\n         Goto See\n\n\tRespawned:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"NaziChecker\")\n\t\tTNT1 A 0\n\t\tStop\n\n\t\tPain.Melee:\n\t\tPain.Fatality:\n\t\tTNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tNAZI G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI G 3 A_Pain\n\t\tGoto See\n\tDeath:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\ttNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\ttNT1 A 0 A_Jump(100, \"Death.Number2\", \"Death.Number3\")\ntNT1 A 0 A_Jump(100, \"Death.WorldAtWarStyle\")\ntNT1 A 0 A_Jump(150, \"Death.BrutalDoomImpStyle\")\n                NAZI H 5\n\t\tNAZI I 5 A_Scream\n\t\tNAZI J 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tNAZI K 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHNAZI\")\n\t\tStop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n                    TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\ntnt1 a 0 a_SpawnItem(\"SecretWeapon_MP40\")\n             TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\nDeath.Coltello:\n               TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nKNSS AA 2 A_Scream\nKNSS BBCC 2\nKNSS DDEEFFGG 2 A_NOBLOCKING\nTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nKNSS G -1\nStop\nDEATH.NUMBER2:\nTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\nGOTO DEATH.NUMBER4\nDeath.Number4:\n               TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nSSD2 AA 3 A_Scream\nSSD2 BBCC 3\nSSD2 DDEE 3 A_NOBLOCKING\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nSSD2 E -1\nStop\nDeath.Number3:\n               TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nSSD3 A 3 A_Scream\nSSD3 B 3 A_SpawnItem(\"SecretWeapon_MP40\")\nSSD3 C 3 A_NOBLOCKING\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nSSD3 D -1\nStop\nDeath.BrutalDoomImpStyle:\n\n        TNT1 A 0 A_SpawnItem (\"DyingSS\")\n        tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nStop\n\n\tDeath.WorldAtWarStyle:\nSSDT A 4\nSSDT B 4 A_Scream\n    TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tSSDT B 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 500)\nSSDT C 4\n    TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tSSDT C 2 BRIGHT\nSSDT D 4\n    TNT1 A 0 A_PlaySound(\"MP40\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\tSSDT D 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 800)\nSSDT EFG 4 A_GiveToTarget(\"ScoreItem\", 800)\nssdt G 1 A_SpawnItem(\"SecretWeapon_MP40\")\nSSDT G 0 A_SpawnItem (\"MediumBloodSpot\")\nssdt G 0 A_SpawnItem (\"DEATHNAZIWAW\")\n\t\tStop\n\nDeath.leg:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeathNAZILeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n                NAZ4 A 5\n\t\tNAZ4 B 5 A_Scream\n\t\tNAZ4 C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tNAZ4 D 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadNazi_NoLeg\")\n\t\tStop\n    Death.Arm:\n        TNT1 A 0\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n        NAZ5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n        NAZ5 A 1 A_GiveToTarget(\"ScoreItem\", 700)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE_NAZIVERSION\", 2)\n        Stop\n\n  Death.cutless:\n        TNT1 A 0\n        TNT1 A 0 A_Jump(25, \"Death.Arm\", \"Death.Leg\",\"Death.ExplosiveImpact\")\n        TNT1 A 0 A_Jump(200, \"PoorFuckingNazi\",\"HitlerDeathStyle\")\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"RIPNAZI\", 35, 0, random (0, 360), 2, random (0, 160))\n                SSAS A 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tSSAS B 5 A_Scream\n\t\tSSAS C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tSSAS D 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                SSAS D -1\n\t\tStop\n\nHitlerDeathStyle:\n NAZI H 3\n NAZI H 30\n\t     TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 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 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n         TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\ntnt1 a 0 A_PlaySound(\"HITLER/GORE\")\nTNT1 A 0 A_NOBLOCKING\nFNZB AABB 2\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\nFNZB CCDD 2\n\t\ttnt1 a 0 A_GiveToTarget(\"ScoreItem\", 600)\n\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nfnzb D -1\nStop\n\nPoorFuckingNazi:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem(\"BrutalizedNAZI1\")\nSTOP\n\n    Death.Melee:\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n                TNT1 A 1 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tGoto Death.Fatality1\n\n\tDeath.Fatality1:\n\t\tTNT1 A 0 A_Scream\n       TNT1 A 0 A_GiveToTarget(\"ZombieManFatality2\", 1)\n       Stop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\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\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n        NAZH ABCDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        NAZH E -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n        TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAA 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        Stop\n\n\t\tDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n    Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tXDeath.Plasma:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_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\nDeath.Desintegrate:\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        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 (\"XDeathNAZILeg1\", 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\tTNT1 A 0 ThrustThingZ(0,30,0,1)\ntnt1 a 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t    NAZ2 AB 5\n\t\tNAZ2 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tNAZ2 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"SSPORACCIO\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"SSPORACCIO\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\t\tDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n\t Death.Fire:\n\tDeath.Flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n         TNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n        TNT1 A 0 A_SpawnItem(\"BurningSS\")\n      Stop\n\n\tRaise:\n\t\tNAZI L 5\n\t\tNAZI KJIH 5\n\t\tGoto See\n    Crush:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        CRS1 A 5\n        CRS1 A -1\n        Stop\n\n    Pain.Taunt:\n        TNT1 A 0\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"Nazi\")\n        Stop\n    Death.Eat:\n        TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n        Stop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.SuperPunch:\n\t    POSS Q 1 A_Pain\n\t\tPOSS Q 1 A_FaceTarget\n        //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        POSS QRSTUVW 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        POSS X -1\n        Stop\n\n\t\t\tStealthKill:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKNazi\", 1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 0 A_Fall\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n  \t    TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_CustomMissile (\"DesintegratedSS\", 0, 0, random (0, 360), 2, random (0, 160))\n        Stop\n\n    }\n}\n\nACTOR TUVUOILEBOTTE_NAZIVERSION\n{\n\tGame Doom\n\tRadius 16\n\tHeight 40\n\tHealth 50\n\t\tPainSound \"NAZI/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\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tNAZ5 A 10\n        NAZ5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n          \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        NAZ5 C 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n        NAZ5 D 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        NAZ5 E 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        NAZ5 F 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        NAZ5 G 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    naz5 h 8\n\t\tTNT1 A 0 A_PlaySound (\"nazi/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DIOGNOMO_NAZIVERSION\")\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                TNT1 A 1 A_GiveToTarget(\"ScoreItem\", 900)\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        NAZ5 I 10\n        TNT1 A 0 A_SpawnItem (\"Deadnazi_NoHeadNoArm\", 1)\nStop\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 (\"Nashgore_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 (\"Nashgore_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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\nActor DEATHNAZI\n{\n    Radius 12\n    Height 12\n    +SHOOTABLE\n    -SOLID\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CORPSE\n\t+FLOORCLIP\n    Mass 1000\n    Health 100\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\n    Spawn:\n        NAZI L -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        Stop\n    Death:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZILeg1\", 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 (\"DeadNazi_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 (\"Nashgore_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 DEATHNAZIWAW: DEATHNAZI\n{Health 200 States{Spawn:\n        SSDT G -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nActor DeadNazi_NoLeg: DEATHNAZI\n{Health 200 States{Spawn:\n        naz1 A -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nActor SSPORACCIO: DEATHNAZI\n{Health 200 States{Spawn:\n        naz2 G -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nActor diognomo_naziVersion: DEATHNAZI\n{Health 200 States{Spawn:\n        naz5 i -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nActor Deadnazi_NoHeadNoArm: DEATHNAZI\n{Health 200 States{Spawn:\n        naz5 m -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nACTOR NaziChecker: Nazi\n{\n    Speed 0\n    BloodType \"none\"\n\tSeeSound \"none\"\n\tAttackSound \"none\"\n\tPainSound \"none\"\n\tDeathSound \"none\"\n\tDropItem \"None\"\n\t+LOOKALLAROUND\n\t+FRIENDLY\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_checkSight(\"Spawn\")\n\tGoto See\n\n\tSee:\n    TNT1 A 0\n\tNAZI A 1 A_Pain\n\tNAZI A 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"CheckIfAlliesNearby\")\n\tGoto Surrender\n\n\tCheckIfAlliesNearby:\n\tNAZI A 1\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tNAZI A 1\n\tNAZI A 1 A_Pain\n\tNAZI A 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"SpawnMonster\")\n\tGoto Surrender\n\n\tPain.KillMe:\n\tSpawnMonster:\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"Nazi\")\n\tTNT1 A 2\n\tStop\n\n\tSurrender:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(160, \"SpawnMonster\")\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tNAZI A 1 A_Pain\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"SurrenderNow\")\n\tGoto SpawnMonster\n\n\tSurrenderNow:\n\tSAZI K 15\n\tSAZI LM 7\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\tTNT1 A 0 A_SpawnItem(\"NaziSurrendered\")\n\tStop\n\t}\n}\n\nACTOR NaziSurrendered: Nazi\n{\n\tStates\n\t{\n\tSpawn:\n    SAZI NO 10\n\tLoop\n\n\tDeath:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_SpawnItem (\"DyingZombieMan\")\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        TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\", 1)\n\t\tStop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n        Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 KL 15\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\t Stop\n\n\t}\n}\n\t\tACTOR NAZI_PATROL : NAZI\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tNAZI AAA 1 A_Wander\n\t\tNAZI AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tNAZI CCC 1 A_Wander\n\t\tNAZI CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tNAZI BBB 1 A_Wander\n\t\tNAZI BBB 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}\n\nACTOR Panzergrenadier\n{\n\tGame Doom\n\tHealth 100\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 8\n\tPainChance \"blood\", 0\n        damagefactor \"blood\", 0.0\n\tPainChance 170\n\tMonster\n\t+FLOORCLIP\nscale 0.95\n\t+MISSILEMORE\n\t-FASTER\n\t-DONTHURTSPECIES\n +NOINFIGHTING\n  +DONTHARMSPECIES\n    BloodType \"NashGore_Blood\"\n\tSeeSound \"Elite/sight\"\n\tAttackSound \"STGG44\"\n\tPainSound \"nazi/pain\"\n\tDeathSound \"Elite/death\"\n\tObituary \"%o was kill by a TruppFuhrer.\"\n\tDropItem \"\"\nDamageFactor \"RifleNoExplode\", 2.0\n\tDamageFactor \"Melee\", 2.0\n\tDamageFactor \"KillMe\", 0.0\n\tDamageFactor \"SSG\", 10.0\n\tPainChance \"Melee\", 255\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\ndamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0 A_GiveInventory(\"SKNazi\", 1)\n                TNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWAAF A 10 A_Look\n\t\tLoop\n    See:\n\t    TNT1 A 0\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tPAZI AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tSee2:\n\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tPAZI AABBCCBB 2 A_Chase\n\t\tGoto See\n\n\t\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tPAZI E 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tPAZI E 5 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1  A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t        PAZI E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tPAZI F 2 BRIGHT A_CustomMissile(\"STG44Tracer\", 38, 0, random(-3, 3), 1)\n        TNT1 A 0 A_PlaySound(\"STGG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tPAZI E 2 A_FaceTarget\n\t\tGoto See\n\n\tPain:\n\t    TNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_PlaySOund(\"nazi/pain\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tPAZI G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI G 3 A_Pain\n\t\t//TNT1 A 0 A_Jump(128, \"Respawned\")\n\t\tTNT1 A 0\n\t\tGoto See\n\n\tRespawned:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 1)\n\t\tTNT1 A 0 A_SpawnItem(\"NaziChecker\")\n\t\tTNT1 A 0\n\t\tStop\n\n\t\tPain.Melee:\n\t\tPain.Fatality:\n\t\tTNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tPAZI G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tPAZI G 3 A_Pain\n\t\tGoto See\n\n    Pain.Kick:\n         TNT1 A 0 A_Pain\n\t\t TNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n         TNT1 A 0\n        TNT1 A 0 ThrustThingZ(0,15,0,1)\n        TNT1 A 0 A_FaceTarget\n        TNT1 A 0 A_Recoil (3)\n         PAZI G 2\n\t\t WAFB ABC 2\n\t\t WAFB C 8 A_Pain\n                 TNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t WAFB D 8\n\t\t WAFB C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t WAFB D 8\n\t\t WAFB C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t WAFB D 8\n\t\t WAFB C 8 A_Pain\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t WAFB D 8\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t WAFB BA 4\nTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\t PAZI G 4\n         Goto See\n\n\tDeath:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\ntnt1 a 0 a_jump(150,\"death.number2\")\ntNT1 A 0 A_Jump(100, \"Death.WorldAtWarStyle\")\n                PAZI H 5\n\t\tPAZI I 5 A_Scream\n\t\tPAZI J 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tPAZI K 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem (\"DEATHPANZERGRENADIER\")\n\t\tStop\n\nDEATH.NUMBER2:\n\tTNT1 A 0 A_SpawnItem(\"STG44\")\nGOTO DEATH.NUMBER4\nDeath.Number4:\n               TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nNEIN AA 3 A_Scream\nNEIN BBCC 3\nNEIN DDEE 3 A_NOBLOCKING\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nNEIN E -1\nStop\n\nDeath.Coltello:\n               TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nWADB AA 2 A_Scream\nWADB BBCC 2\nWADB DDEEFFGG 2 A_NOBLOCKING\ntnt1 a 0 a_SpawnItem(\"STG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nWADB G -1\nStop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n                    TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\ntnt1 a 0 a_SpawnItem(\"STG44\")\n             TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n        Death.leg:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n                PAZ4 A 5\n\t\tPAZ4 B 5 A_Scream\n\t\tPAZ4 C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tPAZ4 D 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadGRENADIER_NoLeg\")\n\t\tStop\n\n        Death.cutless:\n        TNT1 A 0\n        TNT1 A 0 A_Jump(25, \"Death.Arm\", \"Death.Leg\",\"Death.ExplosiveImpact\")\n        TNT1 A 0 A_Jump(200, \"PoorFuckingWaffen\")\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"RIPPANZER\", 35, 0, random (0, 360), 2, random (0, 160))\n                PAAS A 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tPAAS B 5 A_Scream\n\t\tPAAS C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tPAAS D 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                PAAS E -1\n\t\tStop\n\nPoorFuckingWaffen:\nTNT1 A 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tTNT1 A 0 A_SpawnItem(\"BrutalizedWAFFEN1\")\nStop\n\n\tDeath.WorldAtWarStyle:\nWAFW A 4\nWAFW B 4 A_Scream\n        TNT1 A 0 A_PlaySound(\"STGG44\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"STG44Tracer\", 12, 15, 20, 2, 40)\n\tWAFW B 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 500)\nWAFW C 4\n        TNT1 A 0 A_PlaySound(\"STGG44\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"STG44Tracer\", 12, 15, 20, 2, 40)\n\tWAFW C 2 BRIGHT\nWAFW D 4\n        TNT1 A 0 A_PlaySound(\"STGG44\")\n\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\tTNT1 A 0 A_CustomMissile (\"STG44Tracer\", 12, 15, 20, 2, 40)\n\tWAFW D 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 800)\nWAFW EFG 4 A_GiveToTarget(\"ScoreItem\", 800)\nTNT1 A 0 A_SpawnItem(\"STG44\")\nWAFW G 0 A_SpawnItem (\"MediumBloodSpot\")\nWAFW G -1\n\t\tStop\n\n    Death.Melee:\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n                TNT1 A 1 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tGoto Death.Fatality1\n\n\tDeath.Fatality1:\n\t\tTNT1 A 0 A_Scream\n       TNT1 A 0 A_GiveToTarget(\"ZombieManFatality4\", 1)\n       Stop\n\n            Death.Arm:\n        TNT1 A 0\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n        PAZ5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n                TNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE_GRENADIERVERSION\", 2)\n        Stop\n\n\tXDeath:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"stg44\")\n                TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 100)\n        TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\n      Stop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\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\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n        PAZH ABCDE 10\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                TNT1 A 0 A_SpawnItem (\"PURIGNO\")\n\t\tStop\n\n\t\tDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n    Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(130,\"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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        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 (\"XDeathGRENADIERLeg1\", 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\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    PAZ2 AB 5 A_GiveToTarget(\"ScoreItem\", 800)\n                PAZ2 B 1 A_SpawnItem(\"STG44\")\n\t\tPAZ2 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tPAZ2 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"GRENADIERPORACCIO\")\n\t\tStop\n\nDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"GRENADIERPORACCIO\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tXDeath.Plasma:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\n\t\tDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"STG44\")\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n\t Death.Fire:\n\tDeath.Flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n         TNT1 A 0 A_SpawnItem(\"stg44\")\n        TNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\n      Stop\n\n\tRaise:\n\t\tNAZI L 5\n\t\tNAZI KJIH 5\n\t\tGoto See\n    Crush:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        CRS1 A 5\n        CRS1 A -1\n        Stop\n\n    Pain.Taunt:\n        TNT1 A 0\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"Nazi\")\n        Stop\n    Death.Eat:\n        TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t Goto Death+3\n        Stop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.SuperPunch:\n\t    POSS Q 1 A_Pain\n\t\tPOSS Q 1 A_FaceTarget\n        //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        POSS QRSTUVW 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        POSS X -1\n        Stop\n\n\t\t\tStealthKill:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKNazi\", 1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 0 A_Fall\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\t}\n}\nActor GRENADIERPORACCIO: DEATHNAZI\n{Health 200\nscale 0.95\nStates\n{Spawn:\n        PAz2 G -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nActor PURIGNO: DEATHNAZI\n{Health 200\nscale 0.95\nStates{Spawn:\n        PAzH E -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nACTOR TUVUOILEBOTTE_GRENADIERVERSION\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\nscale 0.95\n\t\tPainSound \"NAZI/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\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\n\n\tSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tPAZ5 A 10\n        PAZ5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n          \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        PAZ5 C 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n        PAZ5 D 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        PAZ5 E 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        PAZ5 F 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\nTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        PAZ5 G 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    paz5 h 8\n\t\tTNT1 A 0 A_PlaySound (\"Elite/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DIOGNOMO_PAZIVERSION\")\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        PAZ5 L 10\n        TNT1 A 0 A_SpawnItem (\"DeadPazi_NoHeadNoArm\", 1)\nStop\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 (\"Nashgore_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 (\"Nashgore_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   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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\nXDeath:\n\t\tTNT1 A 0 A_XScream\n  \t    TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_CustomMissile (\"DesintegratedPANZERGRENADIER\", 0, 0, random (0, 360), 2, random (0, 160))\n        Stop\n\nDeath.fire:\nTNT1 A 0 A_NOBLOCKING\nTNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\nStop\n\n\t}\n}\nActor diognomo_paziVersion: DEATHNAZI\n{Health 200\nscale 0.95\nStates\n{Spawn:\n        paz5 i -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nActor Deadpazi_NoHeadNoArm: DEATHNAZI\n{Health 200\nscale 0.95\n States{Spawn:\n        Paz5 m -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nActor DEATHPANZERGRENADIER\n{\n    Radius 12\n    Height 12\n    +SHOOTABLE\n    -SOLID\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CORPSE\n\t+FLOORCLIP\n    Mass 1000\n    Health 100\nscale 0.95\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\n    Spawn:\n        PAZI L -1\n        Stop\n    Death:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 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 (\"DeadGRENADIER_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 (\"Nashgore_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 DeadGRENADIER_NoLeg: DEATHNAZI\n{Health 200\nscale 0.95\nStates{Spawn:\n        PAZI M -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\n\nActor DeadPanzerEye: DEATHNAZI\n{Health 200\nscale 0.95\nStates{Spawn:\n        PANE A -1\n        Stop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\n\nACTOR PaziChecker: Panzergrenadier\n{\n    Speed 0\n    BloodType \"none\"\n\tSeeSound \"none\"\n\tAttackSound \"none\"\n\tPainSound \"none\"\n\tDeathSound \"none\"\n\tDropItem \"None\"\n\t+LOOKALLAROUND\n\t+FRIENDLY\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_checkSight(\"Spawn\")\n\tGoto See\n\n\tSee:\n    TNT1 A 0\n\tNAZI A 1 A_Pain\n\tNAZI A 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"CheckIfAlliesNearby\")\n\tGoto Surrender\n\n\tCheckIfAlliesNearby:\n\tNAZI A 1\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tNAZI A 1\n\tNAZI A 1 A_Pain\n\tNAZI A 1 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"SpawnMonster\")\n\tGoto Surrender\n\n\tPain.KillMe:\n\tSpawnMonster:\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"Nazi\")\n\tTNT1 A 2\n\tStop\n\n\tSurrender:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(160, \"SpawnMonster\")\n\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 0)\n\tNAZI A 1 A_Pain\n\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK, 0, 12560, 0, 0, \"SurrenderNow\")\n\tGoto SpawnMonster\n\n\tSurrenderNow:\n\tSAZI K 15\n\tSAZI LM 7\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem(\"STG44\")\n\tTNT1 A 0 A_SpawnItem(\"NaziSurrendered\")\n\tStop\n\t}\n}\n\nACTOR PaziSurrendered: Panzergrenadier\n{\n\tStates\n\t{\n\tSpawn:\n    SAZI NO 10\n\tLoop\n\n\tDeath:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_SpawnItem (\"DyingZombieMan\")\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        TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\", 1)\n\t\tStop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n        Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 KL 15\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\t Stop\n}}\n\t\tACTOR PAN_PATROL : Panzergrenadier\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tPAZI AAA 1 A_Wander\n\t\tPAZI AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tPAZI CCC 1 A_Wander\n\t\tPAZI CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tPAZI bbb 1 A_Wander\n\t\tPAZI bbb 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}\n\nACTOR PoorSS\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 50\n\t\tPainSound \"NAZI/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\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\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(\"BurningSS\")\n        tnt1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n      Stop\n\n\tSpawn:\n    TNT1 A 0\n\tSSKN A 10\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n        TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n        SSKN B 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n        TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n        SSKN C 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\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\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    NAZI J 2 A_GiveToTarget(\"ScoreItem\", 500)\n            NAZI K 2\n\t\tTNT1 A 0 A_PlaySound (\"NAZI/DEATH\")\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHNAZI\")\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        NAZH D 2\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\nNAZH E -1\nStop\n\nDeath.Shotgun:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\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 (\"Nashgore_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 (\"Nashgore_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\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\n\nACTOR PoorPanzer\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 50\n\t\tPainSound \"PAZI/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\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\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(\"Burninggrenadier\")\n        tnt1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n      Stop\n\n\tSpawn:\n    TNT1 A 0\n\tPAKN A 10\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n        TNT1 A 0 A_PlaySound(\"PAZI/PAIN\")\n        PAKN B 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n        TNT1 A 0 A_PlaySound(\"PAZI/PAIN\")\n        PAKN C 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\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\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    PAZI J 2 A_GiveToTarget(\"ScoreItem\", 500)\n            PAZI K 2\n\t\tTNT1 A 0 A_PlaySound (\"PAZI/DEATH\")\nTNT1 A 0 A_SpawnItem (\"STG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHPANZERGRENADIER\")\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        PAZH D 2\nTNT1 A 0 A_SpawnItem (\"STG44\")\nPAZH E -1\nStop\n\nDeath.Shotgun:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"STG44\")\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\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 (\"Nashgore_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 (\"Nashgore_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\nTNT1 A 0 A_SpawnItem (\"STG44\")\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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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\nTNT1 A 0 A_SpawnItem (\"STG44\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\n\nActor RIPNAZI: DEATHNAZI\n{Health 200 States{Spawn:\nTNT1 AAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n        Ss2X G -1\n        Stop\n        Death:\n\t\tDeath.Cut:\n        Death.Cutless:\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         Stop}}\n\nActor RIPPANZER: DEATHNAZI\n{Health 200 States{Spawn:\nTNT1 AAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n        PP2X G -1\n        Stop\n        Death:\n\t\tDeath.Cut:\n        Death.Cutless:\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         Stop}}\n\n//////////\n\nACTOR DyingSS\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 100\n\t\tPainSound \"NAZI/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\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\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(\"BurningSS\")\n        tnt1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n      Stop\n\n\tSpawn:\n    TNT1 A 0\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\tSSIM ABCD 5\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n        TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n        SSIM E 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"BloodDying\", -6, 18)\n        TNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n        SSIM F 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\nTNT1 A 0 A_SpawnItem (\"BloodDying\", -6, 18)\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\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\nSSIM G 0 A_PlaySound (\"NAZI/DEATH\")\n            SSIM GHI 3\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\nSSIM I -1\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        SSIM LMN 3\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\nTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n SSIM N -1\nStop\n\nDeath.Shotgun:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\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 (\"Nashgore_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 (\"Nashgore_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\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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\nTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\n\n/////////Poor Fucking nazi!!!\n\nACTOR BrutalizedNAZI1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 70\n\tbloodtype \"DeadBlood\"\n\t\tPainSound \"nazi/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\tScale 1.0\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n    FUN1 A 15\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedNAZIStop\")\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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedNAZI2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n  \t    TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\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\nactor BrutalizedNAZIStop: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nnaz5 h 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nnaz5 i -1\n       Stop    }}\n\nACTOR BrutalizedNAZI2: BrutalizedNAZI1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    FUN1 B 15\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedNAZIStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedNAZI3\")\n\t\tStop\n}}\n\nactor BrutalizedNAZIStop2: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nnaz5 I 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nNAZ5 M -1\n       Stop    }}\n\nACTOR BrutalizedNAZI3: BrutalizedNAZI1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    FUN1 C 15\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedNAZIStop3\")\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 (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 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\tFUN1 EFGH 6\n\t\tFUN1 H -1\n\t\tStop\n}}\n\nactor BrutalizedNAZIStop3: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nFUN1 FGH 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nFUN1 H -1\n       Stop    }}\n\n/////////Poor Fucking Waffen SS!!!\n\nACTOR BrutalizedWAFFEN1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 70\n\tbloodtype \"DeadBlood\"\n\t\tPainSound \"nazi/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\tScale 1.0\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n    FUN2 A 15\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedWaffenStop\")\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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedWaffen2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n  \t    TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\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\nactor BrutalizedWaffenStop: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nPaz5 h 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nPaz5 i -1\n       Stop    }}\n\nACTOR BrutalizedWaffen2: BrutalizedWAFFEN1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    FUN2 B 15\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedwaffenStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"Brutalizedwaffen3\")\n\t\tStop\n}}\n\nactor BrutalizedwaffenStop2: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nPaz5 I 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nPAZ5 M -1\n       Stop    }}\n\nACTOR Brutalizedwaffen3: BrutalizedWAFFEN1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    FUN2 C 15\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizeDWAFFENStop3\")\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 (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 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\tFUN2 EFGH 6\n\t\tFUN2 H -1\n\t\tStop\n}}\n\nactor BrutalizeDWAFFENStop3: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nFUN2 FGH 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nFUN2 H -1\n       Stop    }}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/OBESO.txt",
        "contents": "ACTOR FatFace Replaces Spidermastermind\n{\n\tHealth 7500\n\tRadius 26\n\tHeight 56\n\tDeathHeight 0\n\tSpeed 4\n\tMass 1000\n\tPainchance 0\n\tMONSTER\n\t+FLOORCLIP\n +NOINFIGHTING\n\t+BOSS\n        +BOSSDEATH\n\t+NORADIUSDMG\n\t+LOOKALLAROUND\n\t+AMBUSH\n\t+JUSTHIT\n\tSeeSound \"bos5/sight\"\n\tAttackSound \"weapons/minigunfire\"\n\tDeathSound \"bos5/death\"\n\tObituary \"%o was killed by General Fettgesicht.\"\n\tBloodColor \"FF 00 00\"\n\tBloodType \"Nashgore_Blood\"\n        DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tDamage 4\n\tStates\n\t{\n\tSpawn:\n\t\tFETG A 5 A_Look\n\t\tLoop\n\tSee:\n\t\tFETG AAAAABBBBBCCCCCDDDDD 1 A_Chase\n\t\tLoop\n\tMissile:\n\n                FETG E 10 A_FaceTarget\n                FETG F 5 BRIGHT A_CustomMissile (\"Rocchetti\", 30, 18, 0)\n\t\tFETG E 5 A_FaceTarget\n                TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n                FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n                TNT1 A 0 A_AlertMonsters\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n                TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n                TNT1 A 0 A_AlertMonsters\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n                TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n  FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n                TNT1 A 0 A_AlertMonsters\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 5 A_FaceTarget\n                TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\nFETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n                TNT1 A 0 A_AlertMonsters\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n                TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n                TNT1 A 0 A_AlertMonsters\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n                TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n                TNT1 A 0 A_AlertMonsters\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n                TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n                TNT1 A 0 A_AlertMonsters\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n                TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n                TNT1 A 0 A_AlertMonsters\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n                TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n                TNT1 A 0 A_AlertMonsters\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\nFETG E 1 A_FaceTarget\n                TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n                TNT1 A 0 A_AlertMonsters\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n                GOTO SEE\n\n\tDeath:\n\t\tWBO5 J 1 A_Scream\n\t\tWBO5 JKLM 5 A_GiveToTarget(\"ScoreItem\", 5000)\n                WBO5 M 60 A_SpawnItem (\"MediumBloodSpot\")\n\t\tWBO5 M -1 A_BossDeath\n\t\tStop\n\nDeath.ExplosiveImpact:\nXDEATH:\n        TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 15000)\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 a 0 A_CustomMissile(\"MuchBlood\", 0, 120)\nTNT1 a 0 A_CustomMissile(\"MuchBlood\", 0, 120)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_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 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 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n  TNT1 AAAA 0 A_CustomMissile (\"UltraGoreSPawner\", 90, 0, random (0, 360), 2, random (0, 180))\n        TNT1 A 0 A_CustomMissile (\"XDeathFATARM\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathFATARM\", 5, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDEATHFATBUSTO\", 10, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHFATLEG\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHFATLEG\", 46, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHFATHEAD\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 200\nTNT1 A 1 A_BossDeath\n\t\tStop\n\nDeath.cutless:\n        TNT1 A 0\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeathFATARM\", 35, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"RIPFAT\", 35, 0, random (0, 360), 2, random (0, 160))\n                WBA5 A 5 A_GiveToTarget(\"ScoreItem\", 10000)\n\t\tWBA5 B 5 A_Scream\n\t\tWBA5 C 5 A_NoBlocking\n\t\tWBA5 D 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                WBA5 D 200\n                WBA5 D -1 A_BossDeath\n\t\tStop\n\n    }\n\n}\n\nACTOR Rocchetti\n{\n\tRadius 10\n\tHeight 8\n\tProjectile\n\tSpeed 15\n    Damage 35\n\tDamageType Explosive\n    MeleeDamage 0\n    Gravity 0.00\n    Decal \"Scorch\"\n    -NOGRAVITY\n    +EXTREMEDEATH\n    +BLOODSPLATTER\n    Health 5\n    SeeSound \"weapons/RLL\"\n    //SeeSound \"RLANSHOT\"\n\tDeathSound \"Explosion\"\n\tObituary \"$OB_MPROCKET\"\n\tStates\n\t{\n\tSpawn:\n\t    MISL A 1 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"RocketSmokeTrail52\", 2, 0, random (70, 110), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItem (\"RocketSmokeTrail52\")\n\t\tLoop\n\n\tDeath:\nEXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\n        TNT1 A 0 A_AlertMonsters\n\n\t\t//EXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n//TNT1 AA 0 A_CustomMissile (\"ExplosionSmoke\", 22, 0, random (0, 360), 2, random (0, 360))\n\n        TNT1 A 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 AAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n//XXXX A 0 A_CustomMissile (\"ExplosionQuake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n        TNT1 AAAAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\nEXPL AAA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 1 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\t\t\tTNT1 AAAAAAAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/OTTO.txt",
        "contents": "ACTOR Giftmacher Replaces Baronofhell\n{\n\tHealth 10000\n\tRadius 26\n\tHeight 56\n        GibHealth 35\n\tDeathHeight 0\n\tSpeed 3\n\tMass 1000\n\tPainchance 0\n\tMONSTER\n\t+FLOORCLIP\n\t+DONTHURTSPECIES\n +NOINFIGHTING\n  +DONTHARMSPECIES\n\t+NORADIUSDMG\n\t+BOSS\n        +BOSSDEATH\n\t+JUSTHIT\n\t+AMBUSH\n\t+NOTARGET\n\t+LOOKALLAROUND\n\tSeeSound \"bos8/sight\"\n\tDeathSound \"bos8/death\"\n\tObituary \"%o ride Otto GiftMacher's Rocket!\"\n\tBloodColor \"FF 00 00\"\n        BloodType \"Nashgore_Blood\"\n        DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t\tOTTO A 5 A_Look\n\t\tLoop\n\tSee:\n\t\tOTTO AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\t\tLoop\n\tMissile:\n\t\tOTTO E 10 A_FaceTarget\n\t\tOTTO F 5 BRIGHT A_CustomMissile (\"Rockettaro\", 30, 13, 0)\n\t\tOTTO E 5 A_FaceTarget\n\t\tOTTO E 0 A_CposRefire\n\t\tOTTO E 0 A_Jump(192,3)\n\t\tOTTO E 5 A_FaceTarget\n\t\tOTTO F 5 BRIGHT A_CustomMissile (\"Rockettaro\", 30, 13, 0)\n\t\tOTTO E 5 A_FaceTarget\n\t\tOTTO AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase\n\t\tOTTO E 0 A_CposRefire\n\t\tLoop\n\tPain:\n\t\tWBO8 A 6 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tWBO8 G 1 A_Scream\n\t\tWBO8 GHIJ 5 A_GiveToTarget(\"ScoreItem\", 5000)\n                WBO8 J 60 A_SpawnItem (\"MediumBloodSpot\")\n\t\tWBO8 J -1 A_BossDeath\n\t\tStop\n\nDeath.ExplosiveImpact:\nXDEATH:\n        TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 15000)\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 a 0 A_CustomMissile(\"MuchBlood\", 0, 120)\nTNT1 a 0 A_CustomMissile(\"MuchBlood\", 0, 120)\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_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 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 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n  TNT1 AAAA 0 A_CustomMissile (\"UltraGoreSPawner\", 90, 0, random (0, 360), 2, random (0, 180))\n        TNT1 A 0 A_CustomMissile (\"XDeathOTTOARM\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathOTTOARM\", 5, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDEATHOTTOBUSTO\", 10, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHOTTOLEG\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHOTTOLEG\", 46, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHOTTOHEAD\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 200\nTNT1 A 1 A_BossDeath\n\t\tStop\n\nDeath.cutless:\n        TNT1 A 0\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeathOTTOARM\", 35, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"RIPOTTO\", 35, 0, random (0, 360), 2, random (0, 160))\n                WBA8 A 5 A_GiveToTarget(\"ScoreItem\", 10000)\n\t\tWBA8 B 5 A_Scream\n\t\tWBA8 C 5 A_NoBlocking\n\t\tWBA8 D 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n                WBA8 D 200\n                WBA8 D -1 A_BossDeath\n\t\tStop\n\n\t}\n}\n\n///This is the same rocket of brutal doom,but more slow of it.\n\nACTOR Rockettaro\n{\n\tRadius 10\n\tHeight 8\n\tProjectile\n\tSpeed 15\n    Damage 35\n\tDamageType Explosive\n    MeleeDamage 0\n    Gravity 0.00\n    Decal \"Scorch\"\n    -NOGRAVITY\n    +EXTREMEDEATH\n    +BLOODSPLATTER\n    Health 5\n    SeeSound \"weapons/RLL\"\n    //SeeSound \"RLANSHOT\"\n\tDeathSound \"Explosion\"\n\tObituary \"$OB_MPROCKET\"\n\tStates\n\t{\n\tSpawn:\n\t    MISL A 1 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"RocketSmokeTrail52\", 2, 0, random (70, 110), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItem (\"RocketSmokeTrail52\")\n\t\tLoop\n\n\tDeath:\nEXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\n        TNT1 A 0 A_AlertMonsters\n\n\t\t//EXPL A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n//TNT1 AA 0 A_CustomMissile (\"ExplosionSmoke\", 22, 0, random (0, 360), 2, random (0, 360))\n\n        TNT1 A 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 AAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n//XXXX A 0 A_CustomMissile (\"ExplosionQuake\", 1, 0, random (0, 360), 2, random (0, 160))\n\n        TNT1 AAAAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\nEXPL AAA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 1 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\t\t\tTNT1 AAAAAAAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/RIFLEMAN.txt",
        "contents": "ACTOR Rifle_man\n{\n\tGame Doom\n\tHealth 40\n\tRadius 16\n\tHeight 40\n        Speed 2\n\tFastSpeed 10\n\tPainChance \"blood\", 0\n\tPainChance 200\n\tPainChance \"Avoid\", 100\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"Taunt\", 255\nDamageFactor \"RifleNoExplode\", 2.0\n\tdamagefactor \"Fatality\", 0.5\n\tdamagefactor \"HelperMarineFatallity\", 3.0\n\tdamagefactor \"SuperPunch\", 0.5\n\tdamagefactor \"Melee\", 0.5\n        damagefactor \"blood\", 0.0\n\tPainChance \"ExplosiveImpact\", 255\n\tMonster\n\t+FLOORCLIP\n    +MISSILEMORE\n +NOINFIGHTING\n  +DONTHARMSPECIES\n    Scale 0.98\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n    BloodType \"NashGore_Blood\"\n\tSeeSound \"sa/sight\"\n\tPainSound \"sa/pain\"\n\tDeathSound \"sa/death\"\n\tActiveSound \"\"\n    damagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n    damagefactor \"Avoid\", 1.1\n    damagefactor \"Kick\", 0.3\n    damagefactor \"MinorHead\", 2.0\n\tdamagefactor \"Head\", 2.0\n\tdamagefactor \"Shrapnel\", 0.4\n\tdamagefactor \"ExplosiveImpact\", 0.6\n\tObituary \"%o was hit by a Rifleman.\"\n\tdamagefactor \"Taunt\", 1.0\n\tStates\n\t{\n    Spawn:\n\n\tRIDL AAAAA 4 A_Look\n\tLoop\n\n\tSee:\n\n                ROSS AAAAAABBBBBBCCCCC 1 A_Chase\n\t\tLoop\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 10, 0, 0)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\tROSS AA 2 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\tROSS AA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\tROSS BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\tROSS BB 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\tROSS CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\tROSS CC 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\tROSS DD 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n\t\tROSS DD 2 A_Chase\n\n\t\tLoop\n\n\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\n         TNT1 A 0 A_GiveInventory(\"RIFLEManAmmo\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tROSS E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tROSS E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n        TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n        TNT1 A 0 A_PlaySound(\"weapons/kar98\")\n\tROSS F 5 BRIGHT A_CustomMissile(\"RIFLEMANTRACER\", 38, 0, random(-3, 3), 1)\n                TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tROSS E 6 A_FaceTarget\n        TNT1 A 0 A_JumpIfInventory(\"RIFLEManAmmo\", 5, \"Reload\")\n        Goto See\n\n  Reload:\n  TNT1 A 0 A_TakeInventory(\"RIFLEManAmmo\", 5)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 5, 40,0)\n        ROSS A 3\n        ROSS A 1 A_PlaySound(\"Weapons/KAR98/Reload\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n        RD12 A 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n        RD12 B 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n        RD12 B 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n        RD12 C 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n        RD12 D 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 5, 40,0)\n        ROSS A 10\n        Goto See\n\n   Pain.Avoid:\n\n\t  TNT1 A 0\n\t  TNT1 A 0 A_Jump(255, \"AvoidLeft\", \"AvoidRight\")\n\t  Goto AvoidLeft\n\n\t  AvoidLeft:\n\t     ROSS A 1 A_FaceTarget\n\t    TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)\n        ROSS ABCDABCD 2 A_FaceTarget\n        Goto Missile\n\tAvoidRight:\n\t    ROSS A 1 A_FaceTarget\n\t    TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)\n        ROSS ABCDABCD 2 A_FaceTarget\n        Goto Missile\n\n    Pain.KillMe:\n        TNT1 A 0\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n    Death.Avoid:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"Zombie_Man\")\n\t\tTNT1 A 0\n        Stop\n\n\tPain:\n\t\t\t    TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n        TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t    ROSS G 3\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tROSS G 3 A_Pain\n\t\tGoto See\n        TNT1 AAAA 0\n        TNT1 A 0 A_Pain\n        ID11 FRRRQ 10\n         TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n        Goto See\n\n        Pain.Melee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKZombieMan\", 1, \"StealthKill\")\n        TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t    ROSS G 3\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tROSS G 3 A_Pain\n\t\tGoto See\n        TNT1 AAAA 0\n        TNT1 A 0 A_Pain\n        ID11 FRRRQ 10\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n         TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n        Goto See\n\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\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(\"SKZombieman\", 1)\n         TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n        TNT1 A 0 ThrustThingZ(0,40,0,1)\n         ID11 EF 8\n\t\tGoto FallingAfterImpact\n\n    Pain.Kick:\n         TNT1 A 0\n         ID11 E 1 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t  TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n         TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n        TNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\t//ID11 E 1 A_Chase (\"\",\"\")\n\t\tID11 E 1 A_facetarget\n        ID11 E 6 ThrustThing(angle*256/360+128, 10, 0, 0)\n         ID11 F 8\n\t\tGoto FallingAfterImpact\n\n\t\tFallingAfterImpact:\n\t\tID11 F 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tID11 F 1 A_CheckFloor (\"GetUp\")\n\t\tNULL 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\", 20, \"Death.Stomp\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 14, \"FallingSuperDeath\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 7, \"FallingDeath\")\n\t\tID11 RRRRRRR 5 A_JumpIf(momz < 0, \"FallingAfterImpact\")\n\t\tTNT1 A 0 A_TakeInventory(\"FallingHeight\", 100)\n         TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 Q 10\n         Goto See\n\n\tFallingDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (50, 130))\n\tID11 EF 2\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\tStop\n\n\tFallingSuperDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_XScream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tGoto Death.ExplosiveImpact+1\n\n\t    Death.Melee:\n        TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKZombieMan\", 1, \"StealthKill\")\n        Death.Kick:\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 (8)\n         ID11 EF 8\n\t\t TNT1 A 0 A_SpawnItem(\"DeadZombieman1\")\n\t\tStop\n\n\tStealthKill:\n\tTNT1 A 1\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKZombieMan\", 1)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 0 A_Fall\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\n   Death.Down:\n\t\tPOSS I 0 A_Scream\n\t\tPOSS J 0 A_NoBlocking\n\t\tPOSS K 0\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n        Stop\n\nDeath.Arm2:\n               TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nGSUB A 4 A_Scream\nGSUB B 4 A_NOBLOCKING\nGSUB C 4\nGSUB D 4\nGSUB E 4\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nGSUB E -1\nStop\n\nDeath.Coltello:\n               TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nGUCC A 3 A_Scream\nGUCC B 3 A_NOBLOCKING\nGUCC C 3\nGUCC D 3\nGUCC E 3\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nGUCC E -1\nStop\n\nDeath.Shotgun:\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Shotgunontheface\")\n\t\tGoto Death\n\n\tDeath.Shotgunontheface:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(48, \"Death.Arm\", \"Death.Leg\")\n\t    TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 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 A_NoBlocking\n         ID11 EF 15\n         TNT1 A 0 A_SpawnItem (\"DeadZombieMan1\")\n\t\t Stop\n\n\tDeath:\n        TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n        TNT1 A 0\n\t\tTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tTNT1 A 0 A_Jump(128, \"DeathMirror\")\n                TNT1 A 0 A_Jump(64, \"DONTSHOT\")\n\t\tPOSS H 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tPOSS I 5 A_Scream\n\t\tPOSS J 5 A_NoBlocking\n\t\tPOSS K 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\tStop\n\n\tDeath.RifleNoExplode:\n   TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n        TNT1 A 0\n\t\tTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tTNT1 A 0 A_Jump(128, \"DeathMirror\")\n\t\tPOSS H 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tPOSS I 5 A_Scream\n\t\tPOSS J 5 A_NoBlocking\n\t\tPOSS K 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\tStop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n                    TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\ntnt1 a 0\n             TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n\tDeathMirror:\n\t    POSS M 5\n\t\tPOSS N 5 A_Scream\n\t\tPOSS O 5 A_NoBlocking\n\t\tPOSS P 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman1f\")\n\t\tStop\nDONTSHOT:\n        TNT1 A 0 A_SpawnItem (\"PREYRIFLEMAN\")\nStop\n\n     Death.Arm:\nTNT1 A 0 A_JUMP(50,\"DEATH.ARM2\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD2 A 10 A_Scream\nZZD2 A 1 A_GiveToTarget(\"ScoreItem\", 300)\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem (\"DyingSANoArm\")\n        Stop\n\nDeath.leg:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_SpawnItem (\"ZombieLegOnFoot\")\n                SALE A 5\n\t\tSALE B 5 A_Scream\n\t\tSALE C 5 A_NoBlocking\n\t\tSALE D 5 A_GiveToTarget(\"ScoreItem\", 200)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadSA_NoLeg\")\n\t\tStop\n\n\tDeath.cut:\n        TNT1 A 0\n        TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n        Goto Death.Tear\n\n\t\t    Death.cutless:\n        TNT1 A 0\n       TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t\tTNT1 A 0 A_Jump(32, \"Death.Cut\")\n\t\tTNT1 A 0 A_Jump(100, \"Death.LegMassacre\",\"HitlerDeathStyle\")\n                tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n        Goto Death.Massacre\n\nHitlerDeathStyle:\n POSS G 3\n POSS G 30\n\t     TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 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 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n         TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\ntnt1 a 0 A_PlaySound(\"HITLER/GORE\")\nTNT1 A 0 A_NOBLOCKING\nFUCG AABB 2\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\nFUCG CCDD 2\n\t\ttnt1 a 0 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nfUCG D -1\nStop\n\n\t        Death.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 (\"BrutalizedZombieMan1\", 1)\n\t\tStop\n\n\t\tDeath.LegMassacre:\n\t\tTNT1 A 0\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"ZombieLegOnFoot\")\n\t\tPOS7 B 1 A_Scream\nPOS7 B 1 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem (\"BrutalizedZombieManLeg\")\n        Stop\n\n    Death.Tear:\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n  \t    TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"RipZombieMan\", 0, 0, random (0, 360), 2, random (0, 160))\n\t    POSX AABCDE 9\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman_Half\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\t//POSX E -1\n\t\tStop\n\n    Death.Eat:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_Scream\n        TNT1 A 0 A_GiveToTarget(\"ZombieManFatality\",1)\n        Stop\n\n     Death.Melee:\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n                TNT1 A 1 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tGoto Death.Fatality1\n\n\tDeath.Fatality1:\n\t\tTNT1 A 0 A_Scream\n        TNT1 A 0 A_GiveToTarget(\"ZombieManFatality\", 1)\n        Stop\n\tDeath.Fatality2:\n\t\tTNT1 A 0 A_Scream\n        TNT1 A 0 A_GiveToTarget(\"ZombieManFatality2\", 1)\n        Stop\n\tDeath.Fatality3:\n\t\tTNT1 A 0 A_Scream\n        TNT1 A 0 A_GiveToTarget(\"ZombieManFatality3\", 1)\n        Stop\n\tDeath.Fatality4:\n\t\tTNT1 A 0 A_Scream\n        TNT1 A 0 A_GiveToTarget(\"ZombieManFatality4\", 1)\n        Stop\n\n\tDeath.HelperMarineFatallity:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"ZombieManFatality3\", 1)\n        Stop\n\n    Death.BHFT:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_Pain\n        TNT1 A 0 A_GiveToTarget(\"ZombieManFatality\", 1)\n        TNT1 A 0\n\t\tStop\n\n\tDeath.MinorHead:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_Jump (128, \"DeathMinorhead2\")\n\t    TNT1 A 0 A_Scream\n\t\tPOSH U 5 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tPOSH V 5\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tPOSH W 5 A_NoBlocking\n\t\tPOSH XY 5 A_GiveToTarget(\"ScoreItem\", 200)\n        TNT1 A 0 A_SpawnItem (\"DeadZombiemanMinorHead\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\t//POSS L -1\n\t\tStop\n\n\t    DeathMinorHead2:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Jump (96, \"DeathMinorhead3\")\n\t    TNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Teeth\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"TeethNoBounce\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 A 6 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 CB 8 A_GiveToTarget(\"ScoreItem\", 200)\n\n\t\tTNT1 A 0 A_Scream\n\t\tZZD5 D 6 A_NoBlocking\n\n        TNT1 A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\t//POSS L -1\n\t\tStop\n\n\t    DeathMinorHead3:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Teeth\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"TeethNoBounce\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 A 6 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 CB 8 A_GiveToTarget(\"ScoreItem\", 200)\n\n\t\tZZD5 CBCBCB 12 A_Pain\n\t\tTNT1 A 0 A_Scream\n\t\tZZD5 D 6 A_NoBlocking\n\n        TNT1 A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\t//POSS L -1\n\t\tStop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n  \t    TNT1 AA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tZMAD B 0 A_XScream\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n                ZMAD B 1\n\t\tZMAD C 0 A_NoBlocking\n\n\t\tTNT1 A 0 A_Jump(32, \"Deathchickenhead\")\n\n\t\tZMAD ABBC 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tZMAD DE 6\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\t//POSH F -1\n\t\tStop\n\n\t\tDeathChickenHead:\n\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD ABBC 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tZMAD DE 6\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\")\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\t//POSH F -1\n\t\tStop\n\n\tDeath.decaptate:\n        TNT1 A 0\n        TNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 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\tPOSH AAA 15 A_CustomMissile (\"MuchBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tPOSH B 9 A_XScream\n\t\tPOSH C 9 A_NoBlocking\n\t\tPOSH DE 5\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHead\")\nTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 400)\n\t\t//POSH F -1\n\t\tStop\n\n    Death.fire:\n\tDeath.Flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\nTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 600)\n        TNT1 A 0 A_SpawnItem(\"BurningSA\")\n      Stop\n\n\t  Death.Desintegrate:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"DesintegratedHuman\")\n      Stop\n\n    Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tDeath.SuperPlasma:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\n\t\tDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n    Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.Railgun:\n\t    ZZD1 E 1 A_Pain\n\t\tZZD1 E 1 A_FaceTarget\n        //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"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 EEFFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\tXDeath:\n  \t    TNT1 AAAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_CustomMissile (\"ZombieXDeath\", 2, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 700)\nStop\n\t\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\n\t Death.Stomp:\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 1 A_XScream\n    TNT1 A 1 A_NoBlocking\n\tStop\n\n\tDeath.ExplosiveImpact:\n\t    TNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_Jump(130,\"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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        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 (\"XDeathZombieLeg\", 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\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n    ID13 AB 5 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tID13 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tID13 FFFFFFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg\")\n\t\tStop\n\n\t\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 (\"XDeathZombieLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 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 A 0 ThrustThingZ(0,50,0,1)\n\tID13 A 1 A_Scream\n\t    ID15 A 9\n\t\tID15 BCD 9 A_CheckFloor(\"Dead.Landmine\")\n\t\tID15 DDDDD 9 A_CheckFloor(\"Dead.Landmine\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg2\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 AAAA 0 A_SpawnItem (\"Blood\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg\")\n\t\tStop\n\n\t\tDead.Landmine:\n\t\tTNT1 AAAA 0 A_SpawnItem (\"Blood\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg2\")\n\t\tStop\n\n\tRaise:\n\t\tPOSS K 5\n\t\tPOSS JIH 5\n\t\tGoto See\n    Crush:\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n        POSC A 5\n        POSC A -1\n        Stop\n\t}\n}\n\nACTOR PREYRIFLEMAN\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/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\", 2.0\n\t\tMass 50\nPainChance \"Taunt\", 255\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\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(\"BurningSA\")\n      Stop\n\n\tSpawn:\n    TNT1 A 0\n\tNODO A 10\n        NODO B 10\nTNT1 A 0 A_PlaySound (\"HALT\")\n\tGoto PRAY\n\tPRAY:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        NODO C 5\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n       NODO D 5\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 40, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto TAKETHIS\n\nTAKETHIS:\nNODO L 1\nTNT1 A 0 A_SpawnItem (\"RIFLE_MAN\")\nStop\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    NODO E 2\n            NODO F 2\n\t\tTNT1 A 0 A_PlaySound (\"GRUNT/DEATH\")\nTNT1 A 0 A_SpawnItem (\"KARABINE98\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\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        ZMAD B 10\nTNT1 A 0 A_SpawnItem (\"KARABINE98\")\n        TNT1 A 0 A_SpawnItem (\"DeadZombieMan_NoHeadFront\", 1)\nStop\n\nDeath.Shotgun:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"KARABINE98\")\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\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 (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"KARABINE98\")\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 (\"Nashgore_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:\nTNT1 A 0 A_SpawnItem (\"KARABINE98\")\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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\n\n\t\t\t\tACTOR RIFLE_PATROL : Rifle_man\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tROSS AAA 1 A_Wander\n\t\tROSS AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tROSS BBB 1 A_Wander\n\t\tROSS BBB 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tROSS CCC 1 A_Wander\n\t\tROSS CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/SERGEANTS.txt",
        "contents": "ACTOR ShotgunGuy1\n{\n\tGame Doom\n\tHealth 70\n\tSpawnID 1\n\tRadius 16\n\tHeight 40\n\tHeight 40\n\tMass 100\n        +SOLID\n\tSpeed 5\n\tFastSpeed 10\n    Scale 0.98\n\tPainChance \"blood\", 0\n        DAMAGEFACTOR \"blood\", 0.0\n\tPainChance 200\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"ExplosiveImpact\", 255\n\tPainChance \"Avoid\", 120\n\tPainChance \"Taunt\", 255\n\tMonster\n\t+FLOORCLIP\n +NOINFIGHTING\n  +DONTHARMSPECIES\n    BloodType \"NashGore_Blood\"\n\tSeeSound \"SPION\"\n\tPainSound \"nazi/pain\"\n\tDeathSound \"OFDEATH\"\n\tActiveSound \"none\"\nDamageFACTOR \"RifleNoExplode\", 2.0\n    DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n    DAMAGEFACTOR \"Shrapnel\", 0.3\n    DAMAGEFACTOR \"Kick\", 0.4\n\tDAMAGEFACTOR \"MinorHead\", 2.0\n\tDAMAGEFACTOR \"Head\", 2.0\n\tDAMAGEFACTOR \"taunt\", 0.0\n\tObituary \"%o was stopped by a SturmBannFùhrer.\"\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tDAMAGEFACTOR \"Fatality\", 0.5\n\tDAMAGEFACTOR \"SuperPunch\", 0.5\n\tDAMAGEFACTOR \"Melee\", 0.5\n\tStates\n\t{\n\n\tPain.Avoid:\n\t  TNT1 A 0\n\t  TNT1 A 0 A_Jump(255, \"AvoidLeft\", \"AvoidRight\")\n\t  Goto AvoidLeft\n\n\t  AvoidLeft:\n\t    SPOS A 1 A_FaceTarget\n\t    TNT1 A 0 ThrustThing(angle*256/360+192, 15, 0, 0)\n        SPOS ABCDABCD 2 A_FaceTarget\n        Goto Missile\n\tAvoidRight:\n\t    POSS A 1 A_FaceTarget\n\t    TNT1 A 0 ThrustThing(angle*256/360+64, 15, 0, 0)\n        SPOS ABCDABCD 2 A_FaceTarget\n        Goto Missile\n\n\tSpawn:\n\n          WWHT ZZZZZZ 2 A_Look\n          TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t  Loop\n\n\tSee:\n\n           WWHT AAAABBBBCCCCDDDD 1 A_Chase\n           TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"SKShotgunGuy\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS AA 2 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS AA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS BB 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 30,0)\n\t\tSPOS CC 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS DD 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS DD 2 A_Chase\n\n\t\tLoop\n\n\tMissile:\n        TNT1 A 0 A_jumpifcloser(512,\"SpecialAttack\")\n                GOTO LUGER\n\nLUGER:\n                WWHT EE 1 A_FaceTarget\n                TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n                WWHT FF 1 A_FaceTarget\n                TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n                TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n                TNT1 A 0 A_PlaySound(\"weapons/luger\")\n                TNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n\t\tWWHT GG 2 Bright\n                WWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n                WWHT FF 4 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWWHT EE 1 A_FaceTarget\n\t\tGOTO SEE\n\n         SpecialAttack:\n         WWHT ZZZ 2 A_FaceTarget\n         GRAN AAAAA 2 A_FaceTarget\n         TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n         TNT1 A 0 A_PlaySound(\"Achtung\")\n         GRAN BBBBBB 3\n         GRAN C 1 A_CustomMissile(\"Grenade2\",48,0,0,2,10)\n         GRAN DD 2 A_FaceTarget\n         Goto STAYSTUPID\n\n       STAYSTUPID:\n                WWHT FF 1 A_FaceTarget\n                TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n                TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n                TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n                TNT1 A 0 A_PlaySound(\"weapons/luger\")\n                TNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n\t\tWWHT GG 2 Bright\n                WWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n                WWHT FF 4 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWWHT EE 1 A_FaceTarget\n           TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n                WWHT FF 1 A_FaceTarget\n                TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n                TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n                TNT1 A 0 A_PlaySound(\"weapons/luger\")\n                TNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n\t\tWWHT GG 2 Bright\n                WWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n                WWHT FF 4 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWWHT EE 1 A_FaceTarget\n           TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n                WWHT FF 1 A_FaceTarget\n                TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n                TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n                TNT1 A 0 A_PlaySound(\"weapons/luger\")\n                TNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n\t\tWWHT GG 2 Bright\n                WWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n                WWHT FF 4 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWWHT EE 1 A_FaceTarget\n           TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n                WWHT FF 1 A_FaceTarget\n                TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n                TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n                TNT1 A 0 A_PlaySound(\"weapons/luger\")\n                TNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n\t\tWWHT GG 2 Bright\n                WWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n                WWHT FF 4 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWWHT EE 1 A_FaceTarget\n           TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n                WWHT FF 1 A_FaceTarget\n                TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n                TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n                TNT1 A 0 A_PlaySound(\"weapons/luger\")\n                TNT1 A 0 A_AlertMonsters\ntnt1 a 0 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n\t\tWWHT GG 2 Bright\n                WWHT G 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n                TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n                WWHT FF 4 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tWWHT EE 1 A_FaceTarget\n                Goto See\n\n\tPain:\n        TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_TakeInventory(\"SKShotgunGuy\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS G 3 A_Pain\n\t\tGoto See\n        TNT1 AAAAA 0\n        TNT1 A 0 A_Pain\n        ID11 H 8\n\t\tID11 S 35\n        TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n        Goto See\n\n\tPain.Melee:\n\tTNT1 A 0\n        TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS G 3\n\t\tTNT1 A 0 A_JumpIfInventory (\"SKShotgunGuy\", 1, \"StealthKill\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS G 3 A_Pain\n\t\tGoto See\n        TNT1 AAAAA 0\n        TNT1 A 0 A_Pain\n        ID11 H 8\n\t\tID11 S 35\n        TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n        Goto See\n\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\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(\"SKZombieman\", 1)\n         TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n        TNT1 A 0 ThrustThingZ(0,40,0,1)\n         ID11 GH 8\n\t\tGoto FallingAfterImpact\n\n    Pain.Kick:\n         TNT1 A 0\n         ID11 G 1 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t  TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n         TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n        TNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\t//ID11 E 1 A_Chase (\"\",\"\")\n\t\tID11 G 1 A_facetarget\n        ID11 G 6 ThrustThing(angle*256/360+128, 10, 0, 0)\n         ID11 H 8\n\t\tGoto FallingAfterImpact\n\n\t\tFallingAfterImpact:\n\t\tID11 H 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tID11 H 1 A_CheckFloor (\"GetUp\")\n\t\tNULL 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\", 20, \"Death.Stomp\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 14, \"FallingSuperDeath\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 7, \"FallingDeath\")\n\t\tID11 SSSSSSS 5 A_JumpIf(momz < 0, \"FallingAfterImpact\")\n\t\tTNT1 A 0 A_TakeInventory(\"FallingHeight\", 100)\n         TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 T 10\n         Goto See\n\nDeath.Coltello:\n               TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nOUCE A 5 A_Scream\nOUCE B 5 A_NOBLOCKING\nOUCE C 5\nOUCE D 4\nOUCE E 4\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nOUCE E -1\nStop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n                    TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\n             TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\n\tFallingDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (50, 130))\n\tID11 EF 2\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\")\n\tStop\n\n\tFallingSuperDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_XScream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tGoto Death.ExplosiveImpact+1\n\n    Pain.KillMe:\n        TNT1 A 0\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"ShotgunGuy\")\n        Stop\n\nDeath.Shotgun:\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Shotgunontheface\")\n\n\t\tGoto Death\n\n\tDeath.Shotgunontheface:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(56, \"Death.Arm\", \"Death.Leg\")\n\t    TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 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 A_NoBlocking\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tID18 A 10 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tID11 GH 10\n         TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\")\n\t\t Stop\n\n    Death.Eat:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_Scream\n        TNT1 A 0 A_GiveToTarget(\"SergeantFatality\",1)\n        Stop\n\n\tDeath.ShotgunonthefaceArm:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\")\n\t    TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 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 A_NoBlocking\n         ID11 OP 15 A_GiveToTarget(\"ScoreItem\", 600)\n         TNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\n\t\t Stop\n Death.Melee:\nTNT1 A 0 A_JumpIfInventory (\"SKShotgunGuy\", 1, \"StealthKill\")\n    TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\nTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 1000)\n        GOTO Death.Fatality1\n\n    Death.Fatality1:\n        TNT1 A 0 A_GiveToTarget(\"ZombieManFatality3\", 1)\n        Stop\n\n    Death.Down:\n        TNT1 A 0\n        TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\", 1)\n\t\tStop\n\n\tDeath:\n       TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n       tnt1 a 0 a_Jump(100,\"Death.coltello\")\n        TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tSPOS H 5 A_Scream\n\t\tSPOS I 5\n\t\tSPOS J 5 A_NoBlocking\n\t\tSPOS K 5 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy1\", 1)\n\t\tStop\n\nDeath.leg:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 35, 0, random (0, 360), 2, random (0, 160))\n                SPO3 A 5\n\t\tSPO3 B 5 A_Scream\n\t\tSPO3 C 5 A_NoBlocking\n\t\tSPO3 D 5 A_GiveToTarget(\"ScoreItem\", 200)\n                SPO3 E 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadOF_NoLeg\")\n\t\tStop\n\n    Death.Arm:\nTNT1 A 0 A_JUMP(50,\"DEATH.ARM2\")\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        SPO5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n        spo5 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n        TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE\", 2)\n        Stop\n\nDeath.Arm2:\n               TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nAHIO A 5 A_Scream\nAHIO B 5 A_NOBLOCKING\nAHIO C 5\nAHIO D 5\nAHIO E 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nAHIO E -1\nStop\n\n\tDeath.MinorHead:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_Jump(32, \"Death.MinorHeadLong\")\n        TNT1 AAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"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\tMACH U 6 A_Scream\n\t\tSPOS V 6 A_NoBlocking\n\t\tSPOS XY 6 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoBrain\", 1)\n        //\t\tSPOS Z -1\n\t\tStop\n\n\t\tDeath.MinorHeadLong:\n        TNT1 AAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"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\tSPOS U 6 A_Scream\n\t\tSPOS V 6 A_NoBlocking\n\t\tSPOS VWVWVW 18 A_Pain\n\t\tSPOS XY 6 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoBrain\", 1)\n        //\t\tSPOS Z -1\n\t\tStop\n\n\tDeath.head:\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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n        SPDH ABBC 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tSPDH CDE 8 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\n        //        SPDH E -1\n\t\tStop\n\n\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        SPDH AABBBC 8 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tSPDH CDE 8 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoHead\", 1)\n        //        SPDH E -1\n\t\tStop\n\n\t\tDeath.cut:\n        TNT1 A 0\n        TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n        Goto Death.Tear\n\n\t    Death.cutless:\n        TNT1 A 0\n       TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t\tTNT1 A 0 A_Jump(32, \"Death.Cut\")\nTNT1 A 0 A_Jump(100, \"Death.LegMassacre\",\"HitlerDeathStyle\")\n                tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n        Goto Death.Massacre\n\nHitlerDeathStyle:\nSPOS G 3\n SPOS G 30\n\t     TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 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 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n         TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\ntnt1 a 0 A_PlaySound(\"HITLER/GORE\")\nTNT1 A 0 A_NOBLOCKING\nFOFF AABB 2\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\nFOFF CCDD 2\n\t\ttnt1 a 0 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nFOFF D -1\nStop\n        Death.Tear:\n        TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 O 0 A_NoBlocking\n\t    SP2X AA 8 A_GiveToTarget(\"ScoreItem\", 600)\n        TNT1 A 0 A_CustomMissile (\"XDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"RipSergeant\", 0, 0, random (0, 360), 2, random (0, 160))\n        SP2X BBCD 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n\t\tStop\n\n        Death.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\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n        TNT1 A 0 A_SpawnItem (\"BrutalizedSergeant1\", 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\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n        TNT1 A 0 A_SpawnItem (\"BrutalizedSergeantLeg\", 1)\n\t\tStop\n\n    Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.Railgun:\n\t    SZD1 E 1 A_Pain\n\t\tSZD1 E 1 A_FaceTarget\n        //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSergeantHead\", 32, 0, random (170, 190), 2, random (0, 40))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        SZD1 EEFFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tSZD1 H -1\n        Stop\n\n    \tDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n    Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tDeath.SuperPlasma:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_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    Death.fire:\n    Death.burn:\n    Death.flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 800)\n        TNT1 A 0 A_SpawnItem(\"BurningOFFICER\")\n      Stop\n\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n  \t    TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\nTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n        TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n        Stop\n\n\tDeath.Desintegrate:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"DesintegratedHuman\")\n      Stop\n\n\t\t Death.Stomp:\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 1 A_XScream\n    TNT1 A 1 A_NoBlocking\n\tStop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(130,\"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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        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    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    ID14 AB 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tID14 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tID14 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\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 A 0 ThrustThingZ(0,50,0,1)\n\tID16 A 1 A_Scream\n\t    ID16 A 9\n\t\tID16 BCD 9 A_CheckFloor (\"Dead.Landmine\")\n\t\tID16 DDDD 9 A_CheckFloor (\"Dead.Landmine\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\n\t\tStop\n\n\t\t\tDead.Landmine:\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tRaise:\n\t\tSPOS L 5\n\t\tSPOS KJIH 5\n\t\tGoto See\n    Crush:\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        POSC B 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        POSC B -1\n        Stop\n\n\tStealthKill:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\tTNT1 A 0 A_GiveToTarget(\"SKShotgunGuy\", 1)\n\tTNT1 A 0 A_Die(\"Stealthy\")\n\tTNT1 A 0 A_Fall\n\tTNT1 A 1\n\tStop\n\tDeath.Stealthy:\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nActor DeadShotgunGuy1\n{\n    Radius 12\n    Height 12\n    +SHOOTABLE\n    -SOLID\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CORPSE\n\t+FLOORCLIP\n    Mass 1000\n    Health 100\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 GH 8\n         TNT1 A 1 A_SpawnItem (\"DeadShotgunGuy1\", 5)\n         Stop\n    Spawn:\n        SPOS L 1\n        Loop\n\tRaise:\n\t\tSPOS K 1\n\t\tSPOS JIH 1\n        TNT1 A 0 A_SpawnItem (\"ShotgunGuy1\", 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 (\"DeadShotgunGuy_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 (\"Nashgore_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 DeadShotgunGuy_NoArm: DeadShotgunGuy1\n{Health 200 States{Spawn:\n        SPO5 I 1\n//TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        Loop\n    Death.CutLess:\n    Death.Cut:\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 (\"DeadShotgunguy_NoHeadNoArm\", 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 (\"DeadShotgunGuy_NoArm\", 5)\n         Stop}}\n\nActor DeadShotgunGuy_NoLeg: DeadShotgunGuy_NoArm\n{Health 200 States{Spawn:\n        SPO3 F 1\n//TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        Loop\tDeath:\n   Death.CutLess:\n    Death.Cut:\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 (\"DeadShotgunGuy_NoLeg\", 5)\n         Stop}}\n\nActor DeadShotgunGuy_NoBrain: DeadShotgunGuy1\n{Health 200 States{Spawn:\n        SPOS 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 (\"DeadShotgunguy_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 (\"DeadShotgunGuy_NoBrain\", 5)\n         Stop}}\n\nActor DeadShotgunGuy_NoHead: DeadShotgunGuy1\n{Health 200 States{Spawn:\n        SPDH E -1\n        Stop\tDeath:\n    Death.CutLess:\n    Death.Cut:\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 (\"DeadShotgunGuy_NoHeadNoArm\", 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 (\"DeadShotgunGuy_NoHead\", 5)\n         Stop}}\n\nActor DeadShotgunGuy_NoHeadNoArm: DeadShotgunGuy1\n{Health 200 States{Spawn:\n        SPXS B -1\n        Stop\tDeath:\n    Death.CutLess:\n    Death.Cut:\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 (\"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\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 (\"DeadShotgunGuy_NoHeadNoArm\", 5)\n         Stop}}\n\nActor DeadShotgunGuy_Half: DeadShotgunGuy1\n{Health 200 States{Spawn:\n        SP2X E -1\n        Stop\n        Death:\n\t\tDeath.Cut:\n        Death.Cutless:\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         Stop}}\n\nActor DIOGNOMO: DeadShotgunGuy1\n{Health 200 States{Spawn:\n        SPO5 I -1\n        Stop\n    Death.CutLess:\n    Death.Cut:\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 (\"DeadShotgunguy_NoHeadNoArm\", 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 (\"DIOGNOMO\", 5)\n         Stop}}\n\nACTOR BeheadedSergeantZombie: DeadShotgunGuy_NoHead\n{\n\tMass 6\n}\n\nACTOR TUVUOILEBOTTE\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/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\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\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 (\"BigBloodSpot\")\n\tSPO5 A 10\n        SPO5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n          \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        SPO5 C 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        SPO5 D 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        SPO5 E 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        SPO5 F 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        SPO5 k 20\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_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    SPO5 G 8\n\t\tTNT1 A 0 A_PlaySound (\"OFDEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\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        SZD4 A 10\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_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         ID11 GH 15\n         TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_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 (\"Nashgore_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 (\"Nashgore_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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\n\nACTOR DyingSergeant\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/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\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\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 (\"BigBloodSpot\")\n\tSPO5 A 10\n        SPO5 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n          \tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        SPO5 C 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        SPO5 D 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        SPO5 E 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        SPO5 F 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n        SPO5 k 20\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_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    SPO5 G 8\n\t\tTNT1 A 0 A_PlaySound (\"OFDEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunGuy_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        SZD4 A 10\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_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         ID11 GH 15\n         TNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\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 (\"Nashgore_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 (\"Nashgore_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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\n\nACTOR DyingSergeantNoLeg\n{\n    Radius 12\n    Height 16\n    Speed 9\n\tHealth 50\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\t+SHOOTABLE\n    +FLOORCLIP\n\t//+NOBLOCKMAP\n    +LOOKALLAROUND\n\t+FRIGHTENED\n\t+SOLID\n\t+FLOORCLIP\n\tDAMAGEFACTOR \"Kick\", 0.1\n\tDAMAGEFACTOR \"trample\", 2.0\n\tPainChance \"Kick\", 255\n    States\n    {\n\n\tPain.Kick:\n\tTNT1 A 0 A_CustomMissile (\"Teeth\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"TeethNoBounce\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"CrueltyBonus1health\")\n\tTNT1 A 0 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tSMAK ABA 6\n\tSMAM A 15\n\tGoto See\n\n\t\t\tDeath.Kick:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n        TNT1 A 0 A_GiveToTarget(\"IsCurbstompingSergeant\", 1)\n        Stop\n\n\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n    Spawn:\n\tSMAM A 1 A_Look\n\tLoop\n    See:\n\t\tSMAM ABAB 10 A_Wander\n        SMAM A 9 A_Pain\n\t\tTNT1 A 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, 0, 10, 0, 0)\n\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(\"DeadShotgunGuy_NoLeg\")\n\t\tStop\n    Crush:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        CRS2 A 5\n        CRS2 A -1\n        Stop\n\n\tDeath.Plasma: Death.Plasma2:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"Nashgore_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\t//TNT1 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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 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\t}\n}\n\nACTOR DyingSergeantLegBlewedOff: DyingSergeant\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n    DAMAGEFACTOR \"Avoid\", 0.0\n    DAMAGEFACTOR \"Kick\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n\tSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tSPO5 C 1\n\tGoto Suffer\n\n\tSuffer:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        SPO3 D 10\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        SPO3 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_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    SPO3 GH 6\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunGuy_NoLeg\")\n\t\tStop\n\n    Death.Head:\n    Death.Decaptate:\n        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        SPO3 IJ 6\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n\nDeath.Shotgun:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 GH 15\n         TNT1 A 0 A_SpawnItem (\"DIOGNOMO\")\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 (\"Nashgore_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 (\"Nashgore_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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\n\nACTOR BrutalizedSergeant1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 75\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\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n    SZD1 A 25\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        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    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeant2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n  \t    TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\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 (\"Nashgore_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 (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n}}\n\nACTOR BrutalizedSergeantStop: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nSZD2 ABCD 5 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nSZD3 D -1\n       Stop    }}\n\nACTOR BrutalizedSergeant2: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    SZD1 B 25\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\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeant3\")\n\t\tStop\n}}\n\nACTOR BrutalizedSergeantStop2: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nSZD4 AB 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nSZD4 B -1\n       Stop    }}\n\nACTOR BrutalizedSergeant3: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    SZD1 C 25\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop3\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 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\tSZD1 EFGH 6\n\t\tSZD1 H -1\n\t\tStop\n}}\n\nACTOR BrutalizedSergeantStop3: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nSZD3 ABC 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nSZD3 C -1\n       Stop    }}\n\nACTOR StompedSergeant: CurbstompedMarine\n{Health 200 States{Spawn:\n        02CB F -1\n        Stop\tDeath:\nTNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\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 VeryFuckedUpBrutalizedSergeantLeg: CurbstompedMarine\n{Health 200 States{Spawn:\n        ID14 G -1\n        Stop\tDeath:\nTNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\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 BrutalizedSergeantLeg: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    SPO3 A 15\n\tGoto DieNow\n\n    DieNow:\n\tSPO3 BCD 5\n\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        //TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    ID14 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tStop\n}}\n\nACTOR DyingZombiemanNoArm: DyingSergeant\n{\n+FLOORCLIP\n\tStates\n\t{\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n\t    Death.fire:\n\tDeath.Flames:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n      Stop\n\n\tSpawn:\n    ZZD2 B 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD2 E 10\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        ZZD2 B 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_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD2 E 10\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        ZZD2 B 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_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD2 E 10\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        ZZD2 B 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_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD2 E 10\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        ZZD2 B 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_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD2 E 10\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        ZZD2 B 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_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD2 E 10\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        ZZD2 B 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_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD2 E 10\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        ZZD2 B 10\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    ZZD2 C 8\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoArmFront\")\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\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        ZZD3 G 10\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadNoArm\", 1)\nStop\n\nDeath.Plasma: Death.Plasma2:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 EF 15\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoArm\")\n\t\t Stop\n\n\t\t Death.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n\n        TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n   Xdeath:\n   Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n        //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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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_PlaySound (\"misc/xdeath\")\n\t\tTNT1 A 0 A_NoBlocking\n        SZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tSZD1 H -1\n        Stop\n\n\t}\n}\n\nACTOR ZombieManDyingAfterFatality: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\t    Death.fire:\n\tDeath.Flames:\n\tTNT1 AA 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n      Stop\n\n\tSpawn:\n    ZZD5 E 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 E 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 F 10\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    ZZD5 G 8 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tStop\n\n    Death.Head:\n\tDeath.Minorhead:\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\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        ZZD5 HI 10\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\", 1)\nStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 EF 15\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\t Stop\n\n\t\t Death.Fatality:\n\t\tGoto XDeath\n\n\t}\n}\n\nACTOR ZombiemanGotHisLegBlowed: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\n\tSpawn:\n    POS7 E 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        POS7 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    POS7 F 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\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    TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\tTNT1 A 0 A_SpawnItem (\"DyingZombieMan\")\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        TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\", 1)\n\t\tStop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 KL 15\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\t Stop\n\n\t}\n}\n\nACTOR DeadZombieman_NoHeadNoArm: DeadZombieman_NoHead\n{Health 200 States{Spawn:\n        ZZD3 H -1\n\t\tStop}}\n\n\tACTOR SergeantFatalizedByBaron: TeleportFog\n{\nRenderstyle Translucent\nAlpha 1.0\n\tStates\n\t{\n\tSpawn:\n\tSP2X BCD 8\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n    TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n\tStop\n}\n}\n\nACTOR SergeantGotHisLegBlowed: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\tSpawn:\n    SPO3 D 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\tSuffer:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        SPO3 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    SPO3 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\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\tSPO3 GH 5\n\t    TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\tTNT1 A 0 A_SpawnItem (\"DyingSergeantNoLeg\")\n\tStop\n\n    Death.Head:\n    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\tSPO3 IJ 5\n\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Melee:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n        ID11 GH 10\n         TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\t Stop\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasSguyShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n\t}\n}\n\nACTOR FlyingImpaledSergeant\n{\n    Radius 8\n    Height 8\n    Speed 10\n    Scale 1.2\n\tMass 1\n    +NOBLOCKMAP\n\t+MISSILE\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CLIENTSIDEONLY\n    +RIPPER\n    +BLOODLESSIMPACT\n\t-DONTSPLASH\n\t+THRUGHOST\ndamagetype Blood\n    SeeSound \"misc/xdeath4\"\n    DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n\tMass 1\n    States\n    {\n    Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        ID18 AA 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tID11 GG 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Goto Fall\n\tFall:\n\t    ID11 H 3 A_CustomMissile (\"NashGore_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        TNT1 A 0 A_SpawnItem(\"DeadShotgunguy\")\n\t\tTNT1 A 1\n        Stop\n        TNT1 A 1\n     Splash:\n        TNT1 A 0\n        Stop\n    }\n}\n\n  ACTOR Grenade2\n{\n\n    Radius 8\n    Height 6\n    Speed 20\n    Damage 4\n    PROJECTILE\n    +EXTREMEDEATH\n    damagetype flame\n    +DoomBounce\n    DeathSound \"god/bang\"\n    States\n    {\n    Spawn:\n      \tGRND ABCDEF 2 A_gravity\n        Loop\n    Death:\n    EXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\t\tTNT1 A 1 A_PlaySound(\"grn/explode\",3)\n        TNT1 A 0 A_AlertMonsters\n\n                TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n        TNT1 AAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\n        TNT1 AAAAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        EXPL AAA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 1 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n        Stop}}\n\nACTOR OFF_PATROL: ShotgunGuy1\n{\n+JUSTHIT\nStates\n{\n\tSpawn:\n\t\tWWHT AAA 1 A_Wander\n\t\tWWHT AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tWWHT BBB 1 A_Wander\n\t\tWWHT BBB 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tWWHT CCC 1 A_Wander\n\t\tWWHT CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tWWHT DDD 1 A_Wander\n\t\tWWHT DDD 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}\n\nActor DeadOF_NoLeg\n{\n    Radius 12\n    Height 12\n    +SHOOTABLE\n    -SOLID\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CORPSE\n\t+FLOORCLIP\n    Mass 1000\n    Health 100\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{Spawn:\n        SPO3 F -1\n        Stop\nDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\n\nACTOR Ach\n{\n    Radius 12\n    Height 56\n    Speed 5\n    Scale 0.98\n\tHealth 100\n\tGibHealth 25\n\tDAMAGEFACTOR \"Burn\", 0.0\n\tDAMAGEFACTOR \"Fire\", 0.0\n\tDAMAGEFACTOR \"Flames\", 0.0\n\tDAMAGEFACTOR \"Flame\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+FRIENDLY\n    +FLOORCLIP\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n    Obituary \"%o was kill by a Kamikaze Officer.\"\n\tMaxDropOffHeight 6000\n\n\tMass 999999\n    States\n    {\n    Spawn:\n        spos A 0\n        TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\tSuffer:\n        SPOS AAA 1 Bright A_Wander\n        SPOS B 0\n\t\tSSBU B 0\n        SPOS CCC 1 Bright A_Wander\n        SPOS C 0\n\t\tSSBU B 0\n        SPOS DDD 0\n\t\tSpos D 0\n\nTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 20, \"Death\")\n\tLoop\n\n    Death:\n SPOS OP 2 BRIGHT\n\n        TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n        TNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_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 (\"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 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 (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n\t    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_CustomMissile (\"ExplosionSmoke\", 1, 0, random (0, 360), 2, random (50, 130))\n\n\t\tStop\n\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/SYNERGO.txt",
        "contents": "////Brutal Wolfenstein?Ma che gioco di merda!!!!\n\nACTOR Synergo Replaces Archvile\n{\n\tHealth 2000\n\tRadius 26\n\tHeight 40\n\tDeathHeight 0\n\tSpeed 10\n\tMass 100\n  painchance 200\n  PAINChance \"blood\",0\n\tDAMAGEFACTOR \"blood\", 0\n\tMONSTER\n\t+FLOORCLIP\n  +FRIENDLY\n\t+MISSILEMORE\n +NOINFIGHTING\n  +DONTHARMSPECIES\n+DONTHURTSPECIES\n\tSeeSound \"Synergo/See\"\n  painsound \"synergo/pain\"\n  activesound \"Synergo/active\"\n\tDeathSound \"Synergo/death\"\n\tObituary \"%o ha ascoltato una barzelletta di Synergo\"\n\tBloodColor \"FF 00 00\"\n        BloodType \"Nashgore_Blood\"\nPainChance \"ExplosiveImpact\", 255\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t\tSINE A 10 A_Look\n\t\tLoop\n\n    See:\n\t\tSINE BB 1 A_Chase\n\t\tSINE BB 2 A_Chase\n\t\tSINE CC 2 A_Chase\n\t\tSINE CC 2 A_Chase\n\t\tSINE DD 2 A_Chase\n\t        SINE DD 2 A_Chase\n\t\tSINE EE 2 A_Chase\n\t\tSINE EE 2 A_Chase\n\t\tGoto See\n\n  Missile:\nSINE F 0 A_PLAYSOUND(\"SYNERGO/ATTACK\")\n    SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n    SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n    SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n    SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n    SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n    SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n    SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n    SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n    SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n    SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n    SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n    SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n    SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n    SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n    SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n    SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n    SINE F 2 A_FaceTarget\nSINE F 8 A_CustomBulletAttack (3, 3, 1, 3, \"HitPuff\", 0)\n    goto See\n\n  Pain:\n   sipa A 3\n    sipa A 3 A_Pain\n    goto See\n\n\tDeath:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n                SIDT A 5\n\t\tSIDT B 5 A_Scream\n\t\tSIDT C 5 A_NoBlocking\n\t\tSIDT D 2 A_SpawnItem (\"MediumBloodSpot\")\n                SIDT E -1\n\t\tStop\n\nDeath.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tXDeath.Plasma:\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 (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        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 (\"XDeathGRENADIERLeg1\", 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\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tSCVO CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tSCVO FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tSCVO G -1\n\t\tStop\n\nDead.ExplosiveImpact:\n\t\tSCVO G -1 A_BossDeath\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\t Death.Fire:\n\tDeath.Flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\n        TNT1 A 0\n      Stop\n\n\tXDeath:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\nTNT1 A 0\n      Stop\n\n}}\n\n////Enclave Soldier\n///God bless America,God bless the Enclave\nActor EnclaveSoldat: Synergo Replaces Spectre\n{\n-Friendly\nSpeed 6\nHealth 500\n  painchance 100\n  PAINChance \"blood\",0\n\tDAMAGEFACTOR \"blood\", 0\n\tObituary \"%o was kill by an Enclave Soldier\"\n\tSeeSound \"Enclave/See\"\n  painsound \"Enclave/pain\"\n  activesound \"\"\n\tDeathSound \"Enclave/death\"\nStates\n{\nSpawn:\n   SENC A 1 A_LOOK\n    LOOP\n\n    See:\n\t\tSENC BB 1 A_Chase\n\t\tSENC BB 2 A_Chase\n\t\tSENC CC 2 A_Chase\n\t\tSENC CC 2 A_Chase\n\t\tSENC DD 2 A_Chase\n\t        SENC DD 2 A_Chase\n\t\tSENC EE 2 A_Chase\n\t\tSENC EE 2 A_Chase\n\t\tGoto See\n\n\tMissile:\n\t\tSENF A 5 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF B 2\n                 TNT1 A 0 A_PlaySound(\"LG1FIRE\")\n\t\tSENF B 1  A_AlertMonsters\n\t\tSENF B 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF C 2 BRIGHT A_CustomMissile(\"EnclaveTracer\", 38, 0, random(-3, 3), 1)\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF B 2\n                 TNT1 A 0 A_PlaySound(\"LG1FIRE\")\n\t\tSENF B 1  A_AlertMonsters\n\t\tSENF B 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF C 2 BRIGHT A_CustomMissile(\"EnclaveTracer\", 38, 0, random(-3, 3), 1)\n                SENF B 1\nTNT1 A 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF B 2 BRIGHT\n                 TNT1 A 0 A_PlaySound(\"LG1FIRE\")\n\t\tSENF B 1  A_AlertMonsters\n\t\tSENF B 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tSENF C 2 BRIGHT A_CustomMissile(\"EnclaveTracer\", 38, 0, random(-3, 3), 1)\n                Goto See\n\n  Pain:\n   SENF P 3\n     SENF P 3 A_Pain\n    goto See\n\n\tDeath:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n                SEND A 5 A_SpawnItem(\"RifleLaser\")\n\t\tSEND B 5 A_Scream\n\t\tSEND C 5 A_NoBlocking\n\t\tSEND D 2 A_SpawnItem (\"MediumBloodSpot\")\n                SEND E -1\n\t\tStop\n\nDeath.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"RifleLaser\")\nPBR1 H -1\n\tStop\n\n\tXDeath.Plasma:\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 (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"RifleLaser\")\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\nDeath.Desintegrate:\nDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        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 (\"XDeathGRENADIERLeg1\", 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\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tSCVO CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tSCVO FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\nTNT1 A 0 A_SpawnItem(\"RifleLaser\")\nSCVO G -1\n\t\tStop\n\n\t Death.Fire:\n\tDeath.Flames:\nTNT1 A 0 A_SpawnItem(\"RifleLaser\")\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\n        TNT1 A 0\n      Stop\n\nDead.ExplosiveImpact:\n\tXDeath:\nTNT1 A 0 A_SpawnItem(\"RifleLaser\")\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\nTNT1 A 0\n      Stop\n\nDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n                    TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\nTNT1 a 0 A_SpawnItem(\"RifleLaser\")\n             TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/TRIADGUARD.txt",
        "contents": "///PLEASE!NO....DON'T SHOT!!!!\n///A little modification of the Light Guard's Return to the triad,a Mod who teleport the world\n///RISE OF THE TRIAD in Zdoom\n\nACTOR TRIADGUARD Replaces CommanderKeen\n{\n   Health 50\n   Radius 16\n   Height 40\n   Speed 8\n   PainChance 135\n   Mass 5000\n   MONSTER\n   +Dropoff\n   +FLOORCLIP\n   +NOTARGET\n   SCALE 0.50\n   SeeSound \"TRIADSEE\"\n   PainSound \"TRIADPAIN\"\n   DeathSound \"TRIADDEATH\"\n   Obituary \"%o Encounter a old Homeless Lighting guard.\"\n   States\n\n   {\n   Spawn:\nTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n       LIGW A 10 A_Look\n       Loop\n   See:\nLIGW  A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n       LIGW BCDE 4 A_Chase\n       Loop\n   Missile:\n       LIGW F 8 A_FaceTarget\n       LIGW G 8 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n       LIGW G 0 A_PlaySound(\"TRIADATTACK\")\n       LIGW H 8 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n       LIGW H 1 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n       LIGW G 8 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n       LIGW G 0 A_PlaySound(\"TRIADATTACK\")\n       LIGW H 8 A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n LIGW H 1 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\n       Goto See\n   Pain:\n       TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n       NULL A 0 A_JumpIfHealthLower(10,\"plead\")\n       NULL A 0 a_jump(133,\"Pain2\")\n       LIGW J 3  A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n       LIGW J 4 A_Pain\n       Goto See\n   Pain2:\n       LIGW I 3 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n       LIGW I 4 A_Pain\n       Goto See\n   Plead:\n       LIGW I 1 A_Fall\n       LIGW A 0 A_SpawnItem(\"NOOOO\")\n       stop\n   Death:\nTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n       LIGW X 0 A_Fall\n       LIGW K 5\n       LIGW L 6 A_Scream\n       LIGW M 7\n       LIGW N 6 A_GiveToTarget(\"ScoreItem\", 100)\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n       LIGW O -1\n       Stop\n   XDeath:\n       TNT1 a 1 a_spawnitem(\"DesintegratedPANZERGRENADIER\",0,0,0,0)\n       TNT1 A 1 A_GIVETOTARGET(\"SCOREITEM\",1000)\n       Stop\n   Raise:\n       LWGS W 5\n       Goto See\n\t Death.Fire:\n\tDeath.Flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_SpawnItem(\"Burninggrenadier\")\n         TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n      Stop\n\n   Death.head:\nTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\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\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\nLINH ABCDE 10\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nLINH E -1\n       Stop\n\n   }\n}\n\nACTOR NOOOO : TRIADGUARD\n{\n   Health 15\n   height 28\n   states\n\t{\n    Spawn:\n    See:\n       LIGW R 4\n       LIGW S 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n       LIGW T 5\n       LIGW U 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n       LIGW V 5\n       LIGW W 5 A_PlaySound(\"LnGuardplea\")\n    Pleading:\n       LIGW V 5\n       LIGW U 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n       LIGW T 5\n       LIGW U 5\n       LIGW V 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n       LIGW W 5\n       LIGW V 5 A_PlaySound(\"LnGuardplea3\")\n       LIGW U 5\n       LIGW V 5\n       LIGW W 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n       LIGW T 5\n       LIGW U 5\n       LIGW V 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n       LIGW W 5\n       LIGW V 5\n       LIGW U 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n       LIGW V 5\n       LIGW W 5\n       LIGW T 5 A_PlaySound(\"LnGuardplea2\")\n       LIGW U 5\n       LIGW V 5\n       LIGW W 5 A_SpawnItem(\"HeadshotTarget4\", 0, 28,0)\n       RISE E 5\n       RISE F 5 A_Scream\n       RISE G 1 A_Fall\n    goto faking\n\n    Faking:\n       RISE G 1\n       RISE G 100\n       RISE G 1\n       Goto Rising\n\n    Rising:\n       RISE A 5 A_Fall\n       RISE B 5\n       RISE C 5\n       RISE D 5\n       RISE D 0 A_SpawnItem(\"COJO\")\n       stop\n\n  Pain:\n\tgoto Pleading\n       stop\n\n   Death:\nTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n       LIGW X 0 A_Fall\n       LIGW X 6\n       LIGW Y 5 A_Scream\n       LIGW Z 5\n       LIGW [ 4\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n       LIGW ] -1\n       Stop\n\n\t}\n\n}\n\nACTOR COJO : TRIADGUARD\n{\n   Health 25\n states\n\t{\n   Pain:\n       NULL A 0 a_jump(133,\"Pain2\")\n       LIGW J 3\n       LIGW J 4 A_Pain\n       Goto See\n   Pain2:\n       LIGW I 3\n       LIGW I 4 A_Pain\n       Goto See\n   Plead:\n\tgoto death\n   Death:\nTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n       LIGW X 0 A_Fall\n       LIGW K 5\n       LIGW L 6 A_Scream\n       LIGW M 7\n       LIGW N 6\n\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n       LIGW O -1\n       Stop\n\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/foes/ZOMBIEMEN.txt",
        "contents": "///HI TERMINUS EST 13!!! :)\n\nACTOR Zombie_Man\n{\n\tGame Doom\n\tHealth 50\n\tRadius 16\n\tHeight 38\n        Speed 3\n\tFastSpeed 10\n\tPainChance 200\n\tPainChance \"Avoid\", 100\n\tPainChance \"Kick\", 255\n\tPainChance \"Melee\", 255\n\tPainChance \"Taunt\", 255\n\tPainChance \"blood\", 0\n        PainChance \"Nashgore_blood\",0\n        DamageFactor \"Nashgore_blood\",0\n\tdamagefactor \"Fatality\", 0.5\n\tdamagefactor \"HelperMarineFatallity\", 3.0\n\tdamagefactor \"SuperPunch\", 0.5\n\tdamagefactor \"Melee\", 0.5\n\tPainChance \"ExplosiveImpact\", 255\n\tMonster\n\t+FLOORCLIP\n    +MISSILEMORE\n +NOINFIGHTING\n  +DONTHARMSPECIES\n    Scale 0.98\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n    BloodType \"NashGore_Blood\"\n\tSeeSound \"sa/sight\"\n\tAttackSound \"weapons/luger\"\n\tPainSound \"sa/pain\"\n\tDeathSound \"sa/death\"\n\tActiveSound \"\"\n    damagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n    damagefactor \"Avoid\", 1.1\n    damagefactor \"Kick\", 0.3\n    damagefactor \"MinorHead\", 2.0\n\tdamagefactor \"Head\", 2.0\nDamageFactor \"RifleNoExplode\", 2.0\n\tdamagefactor \"Shrapnel\", 0.4\n\tdamagefactor \"ExplosiveImpact\", 0.6\n\tDropItem \"Rifle\"\n\tObituary \"%o was locate by a Guard.\"\n\tdamagefactor \"Taunt\", 1.0\n\tStates\n\t{\n    Spawn:\n\n\tWBRN EEEEEE 4 A_Look\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\tLoop\n\n\tSee:\n\n                WBRN AAAAAABBBBBBCCCCCDDDDDD 1 A_Chase\n\t\tLoop\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 10, 0, 0)\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS AA 2 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS AA 2 A_Chase\n\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS BB 2 A_Chase\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS BB 2 A_Chase\n\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS CC 2 A_Chase\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS CC 2 A_Chase\n\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS DD 2 A_Chase\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS DD 2 A_Chase\n\n\t\tLoop\n\n\t\tPain.Taunt:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Enraged\", 1, \"SpecialAttack\")\n\t\tPOSS B 0 A_Pain\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"grunt/sight\")\n\t\tPOSS B 1 A_FaceTarget\n\t\tPOSS B 10\n\t\tTNT1 A 0 A_GiveInventory(\"Enraged\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"grunt/sight\", 1)\n\t\tGoto SpecialAttack\n\n\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Enraged\", 1, \"SpecialAttack\")\n        TNT1 A 0 A_Jump(48,\"SpecialAttack\")\n\n        TNT1 A 0 A_GiveInventory(\"ZombieManAmmo\", 1)\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n        TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n        TNT1 A 0 A_CustomMissile(\"SmokeSpawner\", 34, 10, 15, 0)\n\t\t//POSS F 5 BRIGHT A_CustomBulletAttack(9, 4, 1, 4, \"HitPuff\")\n        TNT1 A 0 A_PlaySound(\"weapons/luger\")\n                TNT1 A 0 A_AlertMonsters\n\t\tPOSS F 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 32, 0, random(-8, 8), 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n        TNT1 A 0 A_JumpIfInventory(\"ZombieManAmmo\", 8, \"Reload\")\n        Goto See\n\n    SpecialAttack:\n\tTNT1 A 0 A_GiveInventory(\"ZombieManAmmo\", 5)\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n        TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n        TNT1 A 0 A_PlaySound(\"weapons/luger\")\n                TNT1 A 0 A_AlertMonsters\n\t\tPOSS F 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 38, 0, random(-8, 8), 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n        TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n        TNT1 A 0 A_PlaySound(\"weapons/luger\")\n                TNT1 A 0 A_AlertMonsters\n\t\tPOSS F 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 38, 0, random(-9, 9), 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n        TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n        TNT1 A 0 A_PlaySound(\"weapons/luger\")\n                TNT1 A 0 A_AlertMonsters\n\t\tPOSS F 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 38, 0, random(-10, 10), 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n        TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n        TNT1 A 0 A_PlaySound(\"weapons/luger\")\n                TNT1 A 0 A_AlertMonsters\n\t\tPOSS F 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 38, 0, random(-9, 9), 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6 A_FaceTarget\n        TNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n        TNT1 A 0 A_PlaySound(\"weapons/luger\")\n                TNT1 A 0 A_AlertMonsters\n\t\tPOSS F 6 BRIGHT A_CustomMissile(\"ZombieManTracer\", 38, 0, random(-9, 9), 0)\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS E 6\n        TNT1 A 0 A_JumpIfInventory(\"ZombieManAmmo\", 8, \"Reload\")\n        Goto See\n  Reload:\n  TNT1 A 0 A_TakeInventory(\"ZombieManAmmo\", 8)\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n        POSS E 3\n         POSS E 1 A_CustomMissile(\"EmptyClipSpawn\", 38, 0, random(-11, 11), 0)\n        TNT1 A 0 A_PlaySound(\"Reload\")\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n        ID12 A 10\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n        ID12 A 10\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n        ID12 B 10\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n        ID12 C 10\n        TNT1 A 0 A_PlaySound(\"CLIPIN\")\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n        ID12 D 10\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n        POSS A 10\n        Goto See\n\n    Pain.KillMe:\n        TNT1 A 0\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n    Death.Avoid:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"Zombie_Man\")\n\t\tTNT1 A 0\n        Stop\n\n\tPain:\n\t\t\t    TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n        TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t    POSS G 3\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tPOSS G 3 A_Pain\n\t\tGoto See\n        TNT1 AAAA 0\n        TNT1 A 0 A_Pain\n        ID11 FRRRQ 10\n         TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n        Goto See\n\n        Pain.Melee:\n\t\tTNT1 A 0\n        TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, 6)\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t    POSS G 3\n        TNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 38,0)\n\t\tPOSS G 3 A_Pain\n\t\tGoto See\n        TNT1 AAAA 0\n        TNT1 A 0 A_Pain\n        ID11 FRRRQ 10\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n         TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n        Goto See\n\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\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(\"SKZombieman\", 1)\n         TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n        TNT1 A 0 ThrustThingZ(0,40,0,1)\n         ID11 EF 8\n\t\tGoto FallingAfterImpact\n\n    Pain.Kick:\n         TNT1 A 0\n         ID11 E 1 A_Pain\n\t\t TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\t  TNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n         TNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n        TNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\t//ID11 E 1 A_Chase (\"\",\"\")\n\t\tID11 E 1 A_facetarget\n        ID11 E 6 ThrustThing(angle*256/360+128, 10, 0, 0)\n         ID11 F 8\n\t\tGoto FallingAfterImpact\n\n\t\tFallingAfterImpact:\n\t\tID11 F 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tID11 F 1 A_CheckFloor (\"GetUp\")\n\t\tNULL 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\", 20, \"Death.Stomp\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 14, \"FallingSuperDeath\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"FallingHeight\", 7, \"FallingDeath\")\n\t\tID11 RRRRRRR 5 A_JumpIf(momz < 0, \"FallingAfterImpact\")\n\t\tTNT1 A 0\n         TNT1 A 0 A_TakeInventory(\"IsDown\", 1)\n\t\tID11 Q 10\n         Goto See\n\n\tFallingDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (50, 130))\n\tID11 EF 2\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tTNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\tStop\n\n\tFallingSuperDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_XScream\n\tTNT1 A 0 A_NoBLocking\n\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tGoto Death.ExplosiveImpact+1\n\n\t    Death.Melee:\n        TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n        Death.Kick:\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 (8)\n         ID11 EF 8\n\t\t TNT1 A 0 A_SpawnItem(\"DeadZombieman1\")\n\t\tStop\n   Death.Down:\n\t\tPOSS I 0 A_Scream\n\t\tPOSS J 0 A_NoBlocking\n\t\tPOSS K 0\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n        Stop\n\nDeath.Shotgun:\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Shotgunontheface\")\n\t\tGoto Death\n\n\tDeath.Shotgunontheface:\n\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(48, \"Death.Arm\", \"Death.Leg\")\n\t    TNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 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 A_NoBlocking\n         ID11 EF 15\n         TNT1 A 0 A_SpawnItem (\"DeadZombieMan1\")\n\t\t Stop\n\n\tDeath:\n        TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n        TNT1 A 0\n\t\tTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tTNT1 A 0 A_Jump(128, \"DeathMirror\")\n                TNT1 A 0 A_Jump(64, \"DONTSHOT\")\n\t\tPOSS H 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tPOSS I 5 A_Scream\n\t\tPOSS J 5 A_NoBlocking\n\t\tPOSS K 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\tStop\n\n\tDeath.RifleNoExplode:\n   TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n        TNT1 A 0\n\t\tTNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tTNT1 A 0 A_Jump(128, \"DeathMirror\")\n\t\tPOSS H 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tPOSS I 5 A_Scream\n\t\tPOSS J 5 A_NoBlocking\n\t\tPOSS K 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\tStop\n\n\tDeathMirror:\n\t    POSS M 5\n\t\tPOSS N 5 A_Scream\n\t\tPOSS O 5 A_NoBlocking\n\t\tPOSS P 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman1f\")\n\t\tStop\n\n     Death.Arm:\nTNT1 A 0 A_JUMP(50,\"DEATH.ARM2\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD2 A 10 A_Scream\n                ZZD2 A 1 A_GiveToTarget(\"ScoreItem\", 300)\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem (\"DyingSANoArm\")\n        Stop\nDONTSHOT:\n        TNT1 A 0 A_SpawnItem (\"PREYSA\")\nStop\n\nDeath.Arm2:\n               TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nGSUB A 4 A_Scream\nGSUB B 4 A_NOBLOCKING\nGSUB C 4\nGSUB D 4\nGSUB E 4\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nGSUB E -1\nStop\n\nDeath.Coltello:\n               TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 500)\nGUCC A 3 A_Scream\nGUCC B 3 A_NOBLOCKING\nGUCC C 3\nGUCC D 3\nGUCC E 3\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nGUCC E -1\nStop\n\nDeath.leg:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_SpawnItem (\"ZombieLegOnFoot\")\n                SALE A 5\n\t\tSALE B 5 A_Scream\n\t\tSALE C 5 A_NoBlocking\n\t\tSALE D 5 A_GiveToTarget(\"ScoreItem\", 200)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadSA_NoLeg\")\n\t\tStop\n\n\tDeath.cut:\n        TNT1 A 0\n        TNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n        Goto Death.Tear\n\n\t    Death.cutless:\n        TNT1 A 0\n       TNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Death.Down\")\n\t\tTNT1 A 0 A_Jump(32, \"Death.Cut\")\n\t\tTNT1 A 0 A_Jump(100, \"Death.LegMassacre\",\"HitlerDeathStyle\")\n                tnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n        Goto Death.Massacre\n\nHitlerDeathStyle:\n POSS G 3\n POSS G 30\n\t     TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 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 TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n         TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\ntnt1 a 0 A_PlaySound(\"HITLER/GORE\")\nTNT1 A 0 A_NOBLOCKING\nFUCG AABB 2\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\nFUCG CCDD 2\n\t\ttnt1 a 0 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nfUCG D -1\nStop\n\n\t        Death.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 (\"BrutalizedZombieMan1\", 1)\n\t\tStop\n\n\t\tDeath.LegMassacre:\n\t\tTNT1 A 0\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"ZombieLegOnFoot\")\n\t\tPOS7 B 1 A_Scream\n                POS7 B 1 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem (\"BrutalizedZombieManLeg\")\n        Stop\n\n    Death.Tear:\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n  \t    TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"RipZombieMan\", 0, 0, random (0, 360), 2, random (0, 160))\n\t    POSX AABCDE 9 A_GiveToTarget(\"ScoreItem\", 100)\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman_Half\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\t//POSX E -1\n\t\tStop\n\n    Death.Eat:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_Scream\n        TNT1 A 0 A_GiveToTarget(\"ZombieManFatality\",1)\n        Stop\n\n    Death.Melee:\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n                TNT1 A 1 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tGoto Death.Fatality1\n\n\tDeath.Fatality1:\n\t\tTNT1 A 0 A_Scream\n        TNT1 A 0 A_GiveToTarget(\"ZombieManFatality\", 1)\n        Stop\n\tDeath.Fatality2:\n\t\tTNT1 A 0 A_Scream\n        TNT1 A 0 A_GiveToTarget(\"ZombieManFatality2\", 1)\n        Stop\n\tDeath.Fatality3:\n\t\tTNT1 A 0 A_Scream\n        TNT1 A 0 A_GiveToTarget(\"ZombieManFatality3\", 1)\n        Stop\n\tDeath.Fatality4:\n\t\tTNT1 A 0 A_Scream\n        TNT1 A 0 A_GiveToTarget(\"ZombieManFatality4\", 1)\n        Stop\n\n\tDeath.HelperMarineFatallity:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"ZombieManFatality3\", 1)\n        Stop\n\n    Death.BHFT:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_Pain\n        TNT1 A 0 A_GiveToTarget(\"ZombieManFatality\", 1)\n        TNT1 A 0\n\t\tStop\n\n\tDeath.MinorHead:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_Jump (128, \"DeathMinorhead2\")\n\t    TNT1 A 0 A_Scream\n\t\tPOSH U 5 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tPOSH V 5\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tPOSH W 5 A_NoBlocking\n\t\tPOSH XY 5 A_GiveToTarget(\"ScoreItem\", 200)\n        TNT1 A 0 A_SpawnItem (\"DeadZombiemanMinorHead\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\t//POSS L -1\n\t\tStop\n\n\t    DeathMinorHead2:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Jump (96, \"DeathMinorhead3\")\n\t    TNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Teeth\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"TeethNoBounce\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 A 6 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 CB 8 A_GiveToTarget(\"ScoreItem\", 200)\n\n\t\tTNT1 A 0 A_Scream\n\t\tZZD5 D 6 A_NoBlocking\n\n        TNT1 A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\t//POSS L -1\n\t\tStop\n\n\t    DeathMinorHead3:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Teeth\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"TeethNoBounce\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 A 6 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 CB 8 A_GiveToTarget(\"ScoreItem\", 200)\n\n\t\tZZD5 CBCBCB 12 A_Pain\n\t\tTNT1 A 0 A_Scream\n\t\tZZD5 D 6 A_NoBlocking\n\n        TNT1 A 0 A_SpawnItem (\"DeadZombieManFacingFront\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\t//POSS L -1\n\t\tStop\n\n\tDeath.head:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n  \t    TNT1 AA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tZMAD B 0 A_XScream\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n                ZMAD B 1\n\t\tZMAD C 0 A_NoBlocking\n\n\t\tTNT1 A 0 A_Jump(32, \"Deathchickenhead\")\n\n\t\tZMAD ABBC 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tZMAD DE 6\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\t//POSH F -1\n\t\tStop\n\n\t\tDeathChickenHead:\n\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\t\t\t\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD FGH 4 A_SpawnItem (\"Blood\", 0, 56)\n\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tZMAD ABBC 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tZMAD DE 6\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\")\ntnt1 a 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\t//POSH F -1\n\t\tStop\n\n\tDeath.decaptate:\n        TNT1 A 0\n        TNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 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\tPOSH AAA 15 A_CustomMissile (\"MuchBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tPOSH B 9 A_XScream\n\t\tPOSH C 9 A_NoBlocking\n\t\tPOSH DE 5 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoHead\")\nTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 400)\n\t\t//POSH F -1\n\t\tStop\n\n    Death.fire:\n\tDeath.Flames:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 1 A_GiveToTarget(\"ScoreItem\", 600)\n        TNT1 A 0 A_SpawnItem(\"BurningSA\")\n      Stop\n\n\t  Death.Desintegrate:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"DesintegratedHuman\")\n      Stop\n\n    Death.Plasma: Death.Plasma2:\n\tPBR1 A 6 A_Scream\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\tPBR1 B 6 A_NoBlocking\n\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\tPBR1 H -1\n\tStop\n\n\tDeath.SuperPlasma:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\n\t\tDeath.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n        TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\n    Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.Railgun:\n\t    ZZD1 E 1 A_Pain\n\t\tZZD1 E 1 A_FaceTarget\n        //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"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 EEFFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\tXDeath:\n  \t    TNT1 AAAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_CustomMissile (\"ZombieXDeath\", 2, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 700)\nStop\n\t\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\n\t Death.Stomp:\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 1 A_XScream\n    TNT1 A 1 A_NoBlocking\n\tStop\n\n\tDeath.ExplosiveImpact:\n\t    TNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_Jump(130,\"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 (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        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 (\"XDeathZombieLeg\", 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\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    ID13 AB 5 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tID13 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tID13 FFFFFFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg\")\n\t\tStop\n\n\t\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 (\"XDeathZombieLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 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 A 0 ThrustThingZ(0,50,0,1)\n\tID13 A 1 A_Scream\n\t    ID15 A 9\n\t\tID15 BCD 9 A_CheckFloor(\"Dead.Landmine\")\n\t\tID15 DDDDD 9 A_CheckFloor(\"Dead.Landmine\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg2\")\n\t\tStop\n\n\t\tDead.ExplosiveImpact:\n\t\tTNT1 AAAA 0 A_SpawnItem (\"Blood\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg\")\n\t\tStop\n\n\t\tDead.Landmine:\n\t\tTNT1 AAAA 0 A_SpawnItem (\"Blood\")\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg2\")\n\t\tStop\n\n\tRaise:\n\t\tPOSS K 5\n\t\tPOSS JIH 5\n\t\tGoto See\n    Crush:\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n        POSC A 5\n        POSC A -1\n        Stop\n\n\tDeath.LaserRifle:\n\t\tTNT1 A 0 A_Jump(50, \"DEATH\")\n\t\tPOSS H 5 A_GiveToTarget(\"ScoreItem\", 1000)\n                    TNT1 A 0 A_NoBlocking\nTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\n             TNT1 A 0 A_SpawnItem(\"Fallout3Disintigration\")\n\t\tStop\n\t}\n}\n\nACTOR ZombiemanTorso\n{\n    Radius 12\n    Height 16\n    Scale 0.98\n\tMass 20\n    Health 30\n    +SHOOTABLE\n    -SOLID\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    damagefactor \"Blood\", 0.0\n    damagefactor \"Trample\", 0.0\n    //+NORADIUSDMG\n    States\n    {\n    Spawn:\n    BLUD C 0 A_Recoil (3)\n    BLUD C 0 ThrustThing (random(0,255),random(1,5))\n    BLUD C 0 ThrustThingZ (0,random(0,50),random(0,1),0)\nTNT1 A 0 A_SetInvulnerable\nGORX A 10\nTNT1 A 0 A_UnSetInvulnerable\n    Goto Dead\n\n   Dead:\n\n        GORX A 10\n        Loop\n    Death:\n        TNT1 A 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 180), 2, random (0, 180))\n        TNT1 A 0 A_CustomMissile (\"XDeath2\", 0, 0, random (0, 180), 2, random (0, 180))\n        TNT1 A 0\n        Stop\n    Crush:\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        POSC A 5\n        POSC A -1\n        Stop\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 (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\n    }\n}\n\nActor DeadZombieman1: ZombiemanTorso\n{\n    Radius 12\n    Height 12\n    +SHOOTABLE\n    -SOLID\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CORPSE\n    +USESPECIAL\n\t+FLOORCLIP\n\t-DONTGIB\n\t//+DROPPED\n    Mass 2000\n    Health 100\n    damagefactor \"Blood\", 0.0\n    damagefactor \"Trample\", 0.0\n    damagefactor \"Melee\", 10.0\n    damagefactor \"Fatality\", 10.0\n    damagefactor \"Kick\", 10.0\n\tdamagefactor \"ExplosiveImpact\", 10.0\n\tdamagefactor \"Crush\", 10.0\nStates\n    {\n    Spawn:\n        POSS L -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        Stop\n\tRaise:\n\t\tPOSS K 1\n\t\tPOSS JIH 1\n        TNT1 A 0 A_SpawnItem (\"Zombie_Man\", 3)\n\t\tStop\n    Death:\n         TNT1 A 0 A_Jump (128, \"Death2\")\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 (\"DeadZombieman_NoArm\", 5)\n        Stop\n    Death2:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieLeg\", 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 (\"DeadZombieman_NoLeg\", 5)\n        Stop\n    Death.Cut:\n         TNT1 A 1 A_SpawnItem (\"DeadZombieman_Half\", 5)\n\t\tTNT1 A 0 A_CustomMissile (\"RipZombieMan\", 0, 0, random (0, 360), 2, random (0, 160))\n        Stop\n\tXDeath:\n\tCrush:\n\t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n  \t    TNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 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\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 (1)\n         ID11 EF 8\n         TNT1 A 1 A_SpawnItem (\"DeadZombieMan1\", 5)\n         Stop\n    }\n}\n\nActor DeadZombieman1F: DeadZombieman1\n{\nStates\n    {\n    Spawn:\n        POSS P -1\n        Stop\n}\n}\n\nActor DeadZombieMan_NoArm: DeadZombieman1\n{Health 200 States{Spawn:\n        ZZD3 I -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\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 (1)\n         ID11 IJ 8\n         TNT1 A 1 A_SpawnItem (\"DeadZombieMan_NoArm\", 5)\n         Stop\n\tDeath:\n\t    TNT1 A 0 A_SpawnItem(\"GibsZ\")\n  \t    TNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 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\t\tStop}}\n\nACTOR DyingSANoArm\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/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\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tStates\n\t{\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 (\"BigBloodSpot\")\n\tZZD2 A 10\n        ZZD2 B 10\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\tTNT1 A 0 A_PlaySound (\"grunt/pain\")\n        ZZD2 C 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"grunt/pain\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD2 D 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"grunt/pain\")\n        ZZD2 E 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"grunt/pain\")\n        ZZD2 G 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\tTNT1 A 0 A_PlaySound (\"grunt/pain\")\n        ZZD2 F 20\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_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    ZZD2 H 8\n\t\tTNT1 A 0 A_PlaySound (\"GRUNT/DEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieMan_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        ZMAD B 10\n        TNT1 A 0 A_SpawnItem (\"DeadZombieMan_NoHeadFront\", 1)\nStop\n\nDeath.Shotgun:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 GH 15\n         TNT1 A 0 A_SpawnItem (\"DeadZombieMan_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 (\"Nashgore_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 (\"Nashgore_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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\n\nACTOR PREYSA\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/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\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\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(\"BurningSA\")\n        tnt1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n      Stop\n\n\tSpawn:\n    TNT1 A 0\n\tNODO A 10\n        NODO B 10\nTNT1 A 0 A_PlaySound (\"HALT\")\n\tGoto PRAY\n\tPRAY:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        NODO C 5\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n       NODO D 5\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 40, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto TAKETHIS\n\nTAKETHIS:\nNODO L 1\nTNT1 A 0 A_SpawnItem (\"Zombie_man\")\nStop\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    NODO E 2 A_GiveToTarget(\"ScoreItem\", 500)\n            NODO F 2\n\t\tTNT1 A 0 A_PlaySound (\"GRUNT/DEATH\")\nTNT1 A 0 A_SpawnItem (\"LUGER\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\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        ZMAD B 10\nTNT1 A 0 A_SpawnItem (\"LUGER\")\n        TNT1 A 0 A_SpawnItem (\"DeadZombieMan_NoHeadFront\", 1)\nStop\n\nDeath.Shotgun:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 GH 15\nTNT1 A 0 A_SpawnItem (\"LUGER\")\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\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 (\"Nashgore_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 (\"Nashgore_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\nTNT1 A 0 A_SpawnItem (\"LUGER\")\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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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\nTNT1 A 0 A_SpawnItem (\"LUGER\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\n\nActor DeadZombieManMinorHead: DeadZombieman1\n{Health 200 States{Spawn:\n        POSH Z -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n        Stop\n\tDeath:\n\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\n  \t    TNT1 AAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 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\t\tStop}}\n\nActor DeadZombieMan_NoLeg: DeadZombieMan_NoArm\n{Health 200 States{Spawn:\n        POS7 D -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 (1)\n         ID11 KL 8\n         TNT1 A 1 A_SpawnItem (\"DeadZombieMan_NoLeg\", 5)\n         Stop}}\n\nActor DeadZombieMan_NoHead: DeadZombieMan_NoArm\n{Health 200 States{Spawn:\n        POSH F -1\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 (1)\n         ID11 EF 8\n         TNT1 A 1 A_SpawnItem (\"DeadZombieMan1\", 5)\n         Stop}}\n\nActor DeadZombieMan_NoHeadFront: DeadZombieMan_NoArm\n{Health 200 States{Spawn:\n        ZMAD E -1\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 (1)\n         ID11 EF 8\n         TNT1 A 1 A_SpawnItem (\"DeadZombieMan1\", 5)\n         Stop}}\n\nActor DeadZombieMan_Half: ZombieManTorso\n{Mass 300 Health 200 States{Spawn:\n        POSX E -1\n        Stop\n        Death:\n\t\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\n  \t    TNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\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 (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n        Death.Cut:\n        Death.Cutless:\n        Goto Death}}\n\nACTOR DyingZombieman\n{\n    Radius 12\n    Height 16\n    Speed 9\n\tHealth 50\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\tdamagefactor \"Kick\", 0.1\n\tPainChance \"Kick\", 255\n\tdamagefactor \"trample\", 2.0\n\t+SHOOTABLE\n    +FLOORCLIP\n\t//+NOBLOCKMAP\n    +LOOKALLAROUND\n\t+FRIGHTENED\n\t+SOLID\n    States\n    {\n\n\tPain.Kick:\n\tTNT1 A 0 A_CustomMissile (\"Teeth\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"TeethNoBounce\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"CrueltyBonus1health\")\n\tTNT1 A 0 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tZMAK ABA 4\n\tZMAM A 20\n\tGoto See\n\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasZmanShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n\t\tDeath.Kick:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n        TNT1 A 0 A_GiveToTarget(\"IsCurbstompingZombieman\", 1)\n        Stop\n\n    Spawn:\n\tZMAM A 1 A_Look\n\tLoop\n    See:\n\t\tZMAM ABAB 10 A_Chase\n        ZMAM A 9 A_Pain\n\t\tTNT1 A 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, 0, 10, 0, 0)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tGoto Death\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombiemanMinorHead\")\n\t\tStop\n\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 (\"BurningSA\")\n\tStop\n\tDeath.Trample:\n\t            TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"StompedZombieman\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tStop\n    Crush:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        CRS2 A 5\n        CRS2 A -1\n        Stop\n\n\tDeath.Stomp:\n\tDeath.SSG:\n\tXDeath:\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 1 A_XScream\n    TNT1 A 1 A_NoBlocking\n\tTNT1 A -1\n\tTNT1 A 0\n\tStop\n\n\tDeath.Shotgun:\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tZMAD B 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tZMAD C 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DeadZombieman_Noheadfront\")\n\t\tStop\n\t}\n}\n\nACTOR BrutalizedZombieMan1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 70\n\tbloodtype \"DeadBlood\"\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\tScale 1.0\n\tStates\n\t{\n\t\t\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n        Stop\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n    ZZD1 A 15\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieManStop\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieMan2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n  \t    TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\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\nactor BrutalizedZombieManStop: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nZZD2 ABCD 5 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nZZD3 D -1\n       Stop    }}\n\nACTOR BrutalizedZombieMan2: BrutalizedZombieMan1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    ZZD1 B 15\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieManStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieMan3\")\n\t\tStop\n}}\n\nactor BrutalizedZombieManStop2: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nZZD4 AB 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nZZD4 B -1\n       Stop    }}\n\nACTOR BrutalizedZombieMan3: BrutalizedZombieMan1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    ZZD1 C 15\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieManStop3\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 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\tZZD1 EFGH 6\n\t\tZZD1 H -1\n\t\tStop\n}}\n\nactor BrutalizedZombieManStop3: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nZZD3 ABC 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nZZD3 C -1\n       Stop    }}\n\nactor ZombieLegOnFoot: CurbstompedMarine\n{\nScale 1.0\n-SHOOTABLE\n-SOLID\n    States\n    {\n    Spawn:\nTNT1 A 0 A_PlaySound(\"misc/xdeath2\")\nLEG1 IJK 8\nTNT1 A 0 A_SpawnItem(\"Gib_ZombieLeg1\")\n       Stop    }}\n\nACTOR BrutalizedZombieManLeg: BrutalizedZombieMan1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    POS7 A 15\n\tGoto DieNow\n\n    DieNow:\n\tPOS7 BCD 5\n\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        //TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    ID13 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg\")\n\t\tStop\n}}\n\nACTOR VeryFuckedUpBrutalizedZombiemanLeg: CurbstompedMarine\n{Health 200\nDamageFactor \"ExplosiveImpact\", 10.0\nStates{Spawn:\n        ID13 G -1\n        Stop\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    ID13 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg\")\n\t\tStop\n\n\t\t  Stop}}\n\nACTOR VeryFuckedUpBrutalizedZombiemanLeg2: VeryFuckedUpBrutalizedZombiemanLeg\n{Health 200 States{Spawn:\n        ID15 E -1\n        Stop}}\n\nACTOR StompedZombieman: DeadZombieman_NoHead\n{Health 200 States{Spawn:\n        01CB F -1\n        Stop\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\nTNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\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 DeadZombieMan_NoArmFront: DeadZombieMan_NoArm\n{States{Spawn:\n        ZZD3 i -1\n        Stop   }}\n\nActor DeadZombieManFacingFront: DeadZombieMan1\n{States{Spawn:\n        FPZ2 J -1\n        Stop   }}\n\nActor DeadZombieManFatality3: DeadZombieMan1\n{States{Spawn:\n        FPZ3 S -1\n        Stop   }}\n\nActor DeadSA_NoLeg\n{\n    Radius 12\n    Height 12\n    +SHOOTABLE\n    -SOLID\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CORPSE\n\t+FLOORCLIP\n    Mass 1000\n    Health 100\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{Spawn:\n        SALE E -1\n        Stop\nDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\nActor DeadZombieman2\n{\n    Radius 12\n    Height 12\n    +SHOOTABLE\n    -SOLID\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CORPSE\n\t+FLOORCLIP\n    Mass 1000\n    Health 100\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{Spawn:\n        NODO G -1\n        Stop\nDeath:\n   Death.CutLess:\n    Death.Cut:\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}}\n\nACTOR PoorGuard\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"NAZI/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\", 2.0\n\t\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\nPainChance \"Taunt\", 255\n\tStates\n\t{\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(\"BurningSA\")\n        tnt1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n      Stop\n\n\tSpawn:\n    TNT1 A 0\n\tSAKN C 10\n\tGoto SUFFER\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TNT1 A 0 A_PlaySound(\"SA/PAIN\")\n        SAKN A 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TNT1 A 0 A_PlaySound(\"SA/PAIN\")\n        SAKN B 20\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\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\t\t\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t    NODO E 2 A_GiveToTarget(\"ScoreItem\", 500)\n            NODO F 2\n\t\tTNT1 A 0 A_PlaySound (\"SA/DEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\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        ZMAD B 10\n        TNT1 A 0 A_SpawnItem (\"DeadZombieMan_NoHeadFront\", 1)\nStop\n\nDeath.Shotgun:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 GH 15\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\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 (\"Nashgore_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 (\"Nashgore_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 (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_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 (\"BigBloodSpot\")\n\t\tZZD1 H -1\n        Stop\n\n\t}\n}\n\n\t\tACTOR SA_PATROL : Zombie_Man\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tWBRN AAA 1 A_Wander\n\t\tWBRN AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tWBRN BBB 1 A_Wander\n\t\tWBRN BBB 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tWBRN CCC 1 A_Wander\n\t\tWBRN CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tWBRN DDD 1 A_Wander\n\t\tWBRN DDD 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/gore/BLOOD.txt",
        "contents": "ACTOR TinyBlood\n{\n game Doom\n scale 0.2\n speed 7\n health 1\n radius 8\n height 1\n  +DontSplash\n Gravity 0.7\n\tDecal BrutalBloodSplat\n   +MISSILE\n   +CLIENTSIDEONLY\n   +NOTELEPORT\n   +NOBLOCKMAP\n   +FORCEXYBILLBOARD\n        -EXPLODEONWATER\n+DOOMBOUNCE\nBounceFACTOR 0.01\n    States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        BLUD Z 500\n\t\tStop\n\tSplash:\n        BLOD A 0\n        stop\n     Death:\n        XDT1 EFGHIJKL 2\n        stop\n    }\n}\n\nACTOR NashGore_Blood : Blood Replaces Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n-ALLOWPARTICLES\nSpeed 0\n states\n {\n  Spawn:\n        TNT1 A 0\n        //TNT1 A 0 A_JumpIf (floorz > 10, \"SpawnLeg\")\n        TNT1 AAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 A 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodHit\")\n        BLOD BCD 0\n        stop\n\tSpawnLeg:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(500, 500)\n\tTNT1 A 0\n\tStop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nACTOR DetectCeilBloodSimpler\n{\n game Doom\n scale 0.4\n speed 0\n health 1\n radius 1\n height 1\n Gravity 0.0\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n   +MISSILE\n   +CLIENTSIDEONLY\n   +NOTELEPORT\n   +NOBLOCKMAP\n   +FORCEXYBILLBOARD\n   +NODAMAGETHRUST\n   -DONTSPLASH\n   +NOGRAVITY\n    States\n    {\n     Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 ThrustThingZ(0,35,0,1)\n\t TNT1 A 2\n\t Stop\n\t Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n  Stop\n    }\n}\n\nACTOR BloodHit\n{\n  height 8\n  radius 4\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +NOCLIP\n  +CLIENTSIDEONLY\n  states\n  {\n  Spawn:\n  TNT1 A 0\n  BLOD BCD 4\n    Stop\n  }\n}\n\nACTOR Big_Blood : NashGore_Blood\n{\n states\n {\n  Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 AAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n        BLOD BCD 0\n        stop\n }\n}\n\nACTOR 12BloodTrail : NashGore_Blood\n{\n states\n {\n  Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 A 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n        stop\n }\n}\n\nACTOR BrainBlood : Nashgore_Blood\n{\nDecal BrutalBloodSplat\n}\n\nACTOR Nashgore_FlyingBloodTrail5 : 12BloodTrail\n{\nDecal BrutalBloodSplat\n}\n\nACTOR NashGore_FlyingBlood\n{\n game Doom\n scale 0.9\n speed 7\n health 1\n radius 8\n height 1\n Gravity 0.9\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n\tDecal BrutalBloodSplat\n-SOLID\n   +MISSILE\n   +CLIENTSIDEONLY\n   +NOTELEPORT\n   +NOBLOCKMAP\n    +RIPPER\n    +BLOODLESSIMPACT\n   +FORCEXYBILLBOARD\n   +NODAMAGETHRUST\n   +MOVEWITHSECTOR\n   +CORPSE\n   -DONTSPLASH\n   Mass 1\n    States\n    {\n     Spawn:\n\t //BLOD ABCD 2\n\t TNT1 A 0\n\t BLOD BC 2\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t TNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\")\n\t Spawn1:\n\t\tBLOD E 6\n        loop\n\tSpawn2:\n\t\tBLOD E 6\n        loop\n\tSplash:\n        BLOD A 0\n        stop\n     Death:\n  \t    //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n\t\t\t\tTNT1 A 0\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"BloodHeightDetector\")\n\t\t\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilBloodSimpler\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\t\tTNT1 A 1\n  Stop\n    }\n}\n\nACTOR BloodHeightDetector: TinyBlood //Doesnt spawns blood pools if it hits the ceiling or walls\n{\n -DONTSPLASH\n scale 1.0\n Gravity 1.0\n    States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t   BLUD C 0 ThrustThingZ (0,25,1,0)\n        BLOD C 3\n        Stop\n\tSplash:\n        BLOD A 0\n        stop\n     Death:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"Nashgore_Bloodspot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n\t\tXDT1 EFGHIJK 3\n        stop\n    }\n}\n\nACTOR NashGore_FlyingBloodMuchFaster: NashGore_FlyingBlood\n{\n speed 18\n}\n\nACTOR NashGore_BloodSpot\n{\n game Doom\n radius 1\n height 1\n mass 1\n  RenderStyle Translucent\n  Alpha 0.93\n +NOTELEPORT\n +NOBLOCKMAP\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n-DONTSPLASH\nScale 0.5\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //XDT1 ABCD 8\n  //loop\n Death:\n Crash:\n //Check if the Blood is underwater. If yes, disappear\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  //Check if blood is over water. If yes, disappear.\n  //Randomize blood texture:\n  TNT1 A 0\n  TNT1 A 0 A_Jump(64,4)\n  TNT1 A 0 A_Jump(128,4)\n  TNT1 A 0 A_Jump(192,4)\n  TNT1 A 0 A_Jump(255,4)\n  // make the blood spots stay on the ground. 4500 is the default duration.\n  BPDL A 4500\n  stop\n  BPDL B 4500\n  stop\n  BPDL B 4500\n  stop\n  BPDL B 4500\n  stop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nACTOR GiantBloodSpot: NashGore_BloodSpot\n{\n game Doom\n +FLOORCLIP\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //XDT1 ABCD 8\n  //loop\n Death:\n Crash:\n //Check if the Blood is underwater. If yes, disappear\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  //Check if blood is over water. If yes, disappear.\n  BPDL A 1\n  BPDL A -1\n  stop\n\tSplash:\n        BLOD A 0\n        stop\n}\n}\n\nACTOR BigBloodSpot: GiantBloodSpot\n{\n game Doom\n}\n\nACTOR MediumBloodSpot: GiantBloodSpot\n{\ngame Doom\n states\n {\n Death:\n Crash:\n //Check if the Blood is underwater. If yes, disappear\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  BPDL A 8\n  BPDL D -1\n  stop\n}\n}\n\nACTOR CeilBloodLauncher: Nashgore_FLyingBlood\n{\n    +RIPPER\n    +BLOODLESSIMPACT\n\t-DOOMBOUNCE\ndamagetype Blood\n Speed 15\n Gravity 0.0\n\tDecal BrutalBloodSplat\n    States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 A 3\n        Stop\n\tSplash:\n        BLOD A 0\n        stop\n     Death:\n  \t    //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n       TNT1 A 0 A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n        TNT1 A 0\n        stop\n\t Melee:\n     Xdeath:\n\t    TNT1 A 1\n        Stop\n    }\n}\n\nACTOR CeilBloodLauncherLong: CeilBloodLauncher\n{\n    States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 A 12\n        Stop\n    }\n}\n\n// Checks if there is a ceiling above, and isn't hitting a monster.\nACTOR CeilBloodChecker: Nashgore_FLyingBlood\n{\n    +RIPPER\n    +BLOODLESSIMPACT\ndamagetype Blood\nRadius 0\nHeight 0\nSpeed 400\n\n Gravity 0.0\n\tDecal BrutalBloodSuper\n    States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 A 4\n        Stop\n\tSplash:\n        BLOD A 0\n        stop\n     Death:\n       TNT1 A 1 A_SpawnItem(\"CeilBloodSpot\",0,0,0,1)\n                TNT1 A 5\n        stop\n     Xdeath:\n\t    TNT1 A 1\n        Stop\n    }\n}\n\n// The Ceil Blood Spot.\nACTOR CeilBloodSpot: Nashgore_BloodSpot\n{\n+SPAWNCEILING\n+MOVEWITHSECTOR\n-DOOMBOUNCE\n+NOGRAVITY\n  +DontSplash\n  +MISSILE\nstates\n{\nSpawn:\nGoto Crash\nDeath:\nCrash:\n\n  BPDL BBBBBBBBBBBBBBB 2 ThrustThingZ(0,300,0,1)\n  TNT1 A 0 A_SpawnItem (\"DripingBloodLeavesSmallPool\")\n  BPDL BBBBBBBBBBBBBBBBBBBB 3 ThrustThingZ(0,300,0,1)\n  TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n  BPDL BBBBBBBBBBBBBBBBBBBB 4 ThrustThingZ(0,300,0,1)\n  TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n  BPDL AAAAAAAAAAAAAAAAAAAA 5 ThrustThingZ(0,300,0,1)\n  TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n  BPDL AAAAAAAAAAAAAAAAAAAA 4 ThrustThingZ(0,300,0,1)\n  TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n  BPDL AAAAAAAAAAAAAAAAAAAA 6 ThrustThingZ(0,300,0,1)\n  TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n  BPDL AAAAAAAAAAAAAAAAAAAA 6 ThrustThingZ(0,300,0,1)\n  TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n  BPDL AAAAAAAAAAAAAAAAAAAA 3 ThrustThingZ(0,300,0,1)\n  TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n  BPDL AAAAAAAAAAAAAAAAAAAA 4 ThrustThingZ(0,300,0,1)\n  TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n  stop\n\tSplash:\n        BLOD A 0\n        stop\n    }\n}\n\nACTOR DripingBlood: TinyBlood\n{\n scale 0.3\n    States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        BLUD Z 4\n        loop\n\tSplash:\n        BLOD A 0\n        stop\n     Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"blooddrop\")\n        XDT1 EFGHIJKL 2\n        stop\n    }\n}\n\nACTOR DripingBloodLeavesPool: TinyBlood\n{\n scale 0.3\n    States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        BLUD Z 4\n        loop\n\tSplash:\n        BLOD A 0\n        stop\n     Death:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n        XDT1 EFGHIJKL 2\n        stop\n    }\n}\n\nACTOR DripingBloodLeavesSmallPool: DripingBloodLeavesPool\n{\n-DONTSPLASH\nStates\n{\n     Death:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"MinuscleBloodSpot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n        XDT1 EFGHIJKL 2\n        stop\n    }\n}\n\n// Blood trails spawned by FlyingBlood\nACTOR NashGore_FlyingBloodTrail\n{\ngame Doom\n scale 0.70\n mass 1\n  renderstyle Translucent\n  alpha 0.7\nDecal BrutalBloodSplat\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n+NOCLIP\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n  +DontSplash\n+MISSILE\n-NOGRAVITY\nSpeed 2\n states\n {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  //BTRL ABCD 4\nBLOD ABCDDEEFFF 4\n  stop\nDeath:\nTNT1 A 0\nStop\n\n\tSplash:\n        BLOD A 0\n        stop\n\n }\n}\n\nACTOR BloodTr: NashGore_FlyingBloodTrail\n{\nSpeed 4\n  alpha 0.7\nscale 1.1\n states\n {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  BTRL ABCD 4\n  stop\n }\n }\n\nACTOR BloodTr2: NashGore_FlyingBloodTrail\n{\nSpeed 4\n  alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.6\n states\n {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  BTRL ABCD 4\n  stop\n  Death:\n  TNT1 A 0\n  Stop\n }\n }\n\nACTOR BloodTr3: NashGore_FlyingBloodTrail\n{\nSpeed 6\n  alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.9\n states\n {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  BTRL ABCD 6\n  stop\n }\n }\n\nACTOR BloodTr95: NashGore_FlyingBloodTrail\n{\nSpeed 4\n  alpha 0.7\nscale 1.1\n-NOGRAVITY\nGravity 0.7\n states\n {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  BTRL ABCD 7\n  stop\n  Death:\n  TNT1 A 0\n  Stop\n }\n }\n\nACTOR BloodTr255: NashGore_FlyingBloodTrail\n{\nSpeed 2\n  alpha 0.5\nscale 1.0\n-NOGRAVITY\n+THRUACTORS\nGravity 0.3\n states\n {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  BTRL ABCD 3\n  stop\n  Death:\n  TNT1 A 0\n  Stop\n }\n }\n\nACTOR BloodTr255G: NashGore_FlyingBloodTrail\n{\nSpeed 3\n  alpha 0.6\nscale 0.7\n-NOGRAVITY\nGravity 0.8\n states\n {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  BTRL ABCD 3\n  stop\n  Death:\n  TNT1 A 0\n  Stop\n }\n }\n\nACTOR NashGore_FlyingBloodFaster: NashGore_FlyingBloodTrail\n{\nSpeed 4\n states\n {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  //BTRL ABCD 6\n  BLOD ABCDEFFFFFF 3\n  stop\n }\n}\n\nACTOR NashGore_FlyingBloodTrail16: NashGore_FlyingBloodTrail\n{\n  renderstyle Translucent\n  alpha 0.4\n}\n\nACTOR SmallBrainPiece\n{\n    Radius 2\n    Height 2\n\tSpeed 8\n\tMass 1\n\tScale 0.5\n\tDecal BrutalBloodSplat\n\t+MISSILE\n    +NOBLOCKMAP\n    +NOTELEPORT\n\t+THRUGHOST\n\t+CLIENTSIDEONLY\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n\t-DONTSPLASH\n\t+FORCEXYBILLBOARD\n    States\n    {\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128, \"DoNothing\")\n\tGoto See\n    See:\n\t\tXDB5 ABCDEFGH 3\n\t\tLoop\n\tDeath:\n\t    XDT5 B 15\n        XDT5 B -1\n        Stop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n    }\n}\n\nACTOR Brains1\n{\n    Radius 2\n    Height 2\n\tSpeed 6\n\tMass 1\n\tBounceFACTOR 0.4\n\tScale 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n    +NOBLOCKMAP\n    +NOTELEPORT\n\t+CLIENTSIDEONLY\n    +DONTSPLASH\n    +MOVEWITHSECTOR\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 -1\n\t\tStop\n    }\n}\n\nACTOR Brains2\n{\n    Radius 2\n    Height 2\n\tSpeed 6\n\tMass 1\n    Decal BrutalBloodSplat\n    +CLIENTSIDEONLY\n\tBounceFACTOR 0.4\n\t+DOOMBOUNCE\n\t+MISSILE\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n    States\n    {\n    Spawn:\n\t\tBRIB ABCD 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BRIN B 2500\n        BRIN B -1\n        Stop\n    }\n}\n\nACTOR Brains3\n{\n    Radius 2\n    Height 2\n\tSpeed 6\n\tMass 1\n    Decal BrutalBloodSplat\n    +CLIENTSIDEONLY\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n    States\n    {\n    Spawn:\n\t\tBRIB EFGH 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BRIN C 2500\n        BRIN C -1\n        Stop\n    }\n}\n\nACTOR Brains4\n{\n    Radius 2\n    Height 2\n\tSpeed 6\n\tMass 1\n    Decal BrutalBloodSplat\n    +CLIENTSIDEONLY\n\tBounceFACTOR 0.4\n\t+DOOMBOUNCE\n    +NOBLOCKMAP\n    +MISSILE\n    +NOTELEPORT\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n    States\n    {\n    Spawn:\n\t\tBRIB IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BRIN D 2500\n        BRIN D -1\n        Stop\n    }\n}\n\nACTOR Brains5\n{\n    Radius 2\n    Height 2\n\tSpeed 6\n\tMass 1\n    Decal BrutalBloodSplat\n    +CLIENTSIDEONLY\n\tBounceFACTOR 0.4\n\t+DOOMBOUNCE\n    +NOBLOCKMAP\n    +MISSILE\n    +NOTELEPORT\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n    States\n    {\n    Spawn:\n\t\tBRIB IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BRIN E 2500\n        BRIN E -1\n        Stop\n    }\n}\n\nACTOR Brains6\n{\n    Radius 2\n    Height 2\n\tSpeed 6\n\tMass 1\n    Decal BrutalBloodSplat\n    +CLIENTSIDEONLY\n\tBounceFACTOR 0.4\n\t+DOOMBOUNCE\n    +NOBLOCKMAP\n    +MISSILE\n    +NOTELEPORT\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n    States\n    {\n    Spawn:\n\t\tBRIB MNOP 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BRIN F 2500\n        BRIN F -1\n        Stop\n    }\n}\n\nACTOR Brains7\n{\n    Radius 2\n    Height 2\n\tSpeed 6\n\tMass 1\n    Decal BrutalBloodSplat\n    +CLIENTSIDEONLY\n\tBounceFACTOR 0.4\n\t+DOOMBOUNCE\n    +NOBLOCKMAP\n    +MISSILE\n    +NOTELEPORT\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n    States\n    {\n    Spawn:\n\t\tBRIB QRST 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t    BRIN G 2500\n        BRIN G -1\n        Stop\n    }\n}\n\nACTOR BonePieces : Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n states\n {\n  Spawn:\n    TNT1 AA 0 A_CustomMissile (\"LSpart3\", 15, 0, random (0, 360), 2, random (0, 160))\n    TNT1 A 0 A_CustomMissile (\"LSpart1\", 15, 0, random (0, 360), 2, random (0, 160))\n  stop\n }\n}\n\nACTOR BloodJuice\n{\n    Radius 1\n    Height 1\n\tAlpha 0.5\n\tScale 4.4\n\tGravity 0.01\n\tSpeed 0.2\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +DONTSPLASH\n\t+MISSILE\n    States\n    {\n    Spawn:\n        BLOD A 1\n        Goto Death\n\tDeath:\n\t    BLOD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.01)\n\t\tStop\n    }\n}\n\nACTOR FatalityBlood: Nashgore_FlyingBlood\n{\n Speed 14\n}\n\nACTOR MuchBlood : Blood\n{\n states\n {\n  Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"NashGore_FlyingBloodTrail\", 0, 0, 180)\n  \t    TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n        BLOD BCD 0\n        stop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nACTOR MuchBlood2 : Blood\n{\n states\n {\n  Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAA 0 A_CustomMissile(\"NashGore_FlyingBloodTrail\", 0, 0, 180)\n  \t    TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n        BLOD BCD 0\n        stop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nACTOR DeadBlood : Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n states\n {\n  Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n  Spawn:\n        TNT1 A 0\n        //TNT1 A 0 A_JumpIf (floorz > 10, \"SpawnLeg\")\n        TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodHit\")\n  \t    TNT1 A 0 A_CustomMissile (\"TinyBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n        stop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nACTOR GoreBloodFly: NashGore_FlyingBlood\n{\n speed 10\n}\n\nACTOR Blue_Blood : NashGore_Blood\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n states\n {\n  Spawn:\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 AAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n  \t    TNT1 A 0 A_CustomMissile (\"Blue_FlyingBlood\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"BlueBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n        stop\n }\n}\n\nACTOR Blue_FlyingBlood: Nashgore_FlyingBlood\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\nstates\n{\n     Death:\n  \t    //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n       TNT1 A 1 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n        XDT1 EFGHIJKL 3\n       Stop\n}\n}\n\nACTOR Blue_FlyingBloodTrail: Nashgore_FlyingBloodTrail\n{\nDecal BlueBloodSplat\ntranslation \"168:191=192:207\",\"16:47=240:247\"\n}\n\nACTOR Blue_BloodSpot: Nashgore_BloodSpot\n{\nDecal BlueBloodSplat\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\nACTOR WallRedBlood\n{\n game Doom\n scale 0.6\n speed 7\n health 1\n radius 8\n height 1\n Gravity 0.7\n damage 0\n\tDamageType Blood\n\tDecal BrutalBloodSuper\n   +MISSILE\n   +CLIENTSIDEONLY\n   +NOTELEPORT\n   +NOBLOCKMAP\n    +BLOODLESSIMPACT\n\t+RIPPER\n    States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 ABCD 4\n        loop\n\tSplash:\n        BLOD A 0\n        stop\n     Death:\n  \t    TNT1 A 3\n        stop\n    }\n}\n\nACTOR SuperWallRedBlood: WallRedBlood\n{\n speed 32\n Gravity 0.1\n     States\n    {\n     Spawn:\n       TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        TNT1 ABCD 1\n        Stop\n}\n}\n\nACTOR MediumInfiniteBlood: NashGore_FlyingBlood\n{\n    States\n    {\n     Death:\n  \t    //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n        TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\", 1)\n        TNT1 A 0\n    }\n}\n\nACTOR BloodDying : NashGore_Blood\n{\n states\n {\n  Spawn:\n        //TNT1 AAAAA 0 A_CustomMissile (\"BloodTr2\", 7, 0, random (0, 360), 2, random (0, 180))\n        //TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t    TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n        //TNT1 A 0 A_CustomMissile (\"CeilBloodLauncher\", -1, 0, random (0, 360), 2, random (50, 130))\n\t\t//TNT1 AA 0 A_CustomMissile (\"WallRedBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n  \t    TNT1 A 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodHit\")\n\t\tTNT1 A 0 A_SpawnItem (\"Nashgore_FlyingBlood\")\n        BLOD BCD 0\n        stop\n\tSplash:\n        BLOD A 0\n        stop\n }\n}\n\nACTOR MinuscleBloodSpot: NashGore_BloodSpot\n{\nScale 0.25\n}"
      }
    ]
  },
  "maps": [
    {
      "map": "MAP01",
      "title": "MAP01",
      "format": "hexen",
      "stats": {
        "things": 184,
        "linedefs": 829,
        "sidedefs": 925,
        "vertices": 740,
        "sectors": 96,
        "segs": 932,
        "ssectors": 210,
        "nodes": 209,
        "textures": {
          "BSTONE1": 167,
          "FLOOR0_2": 31,
          "GRNLITE1": 5,
          "BRWINDOW": 138,
          "BSTONE2": 98,
          "FLAT5_4": 45,
          "ZIMMER4": 4,
          "BRICK4": 7,
          "TANROCK2": 82,
          "ZIMMER3": 55,
          "FLAT5_1": 2,
          "WOOD7": 4,
          "STUCCO2": 132,
          "FLAT8": 3,
          "WOODMET4": 4,
          "BRICK3": 25,
          "BRONZE2": 10,
          "BRICK2": 14,
          "TLITE6_6": 2,
          "CEIL1_1": 2,
          "FLAT1": 22,
          "FLOOR0_3": 2,
          "WOOD8": 4,
          "CEIL4_3": 23,
          "STUCCO": 20,
          "BRONZE1": 15,
          "STUCCO1": 20,
          "RROCK01": 36,
          "FLAT5_2": 8,
          "FLAT5_5": 11,
          "SW2SKULL": 2
        }
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
        "ammo_by_category": null,
        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
        "htr_monsters": 0,
        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "hexen",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      }
    },
    {
      "map": "MAP02",
      "title": "MAP02",
      "format": "doom",
      "stats": {
        "things": 483,
        "linedefs": 1584,
        "sidedefs": 1812,
        "vertices": 1422,
        "sectors": 183,
        "segs": 1867,
        "ssectors": 440,
        "nodes": 439,
        "textures": {
          "BSTONE2": 186,
          "WOOD7": 2,
          "FLOOR1_1": 1,
          "TLITE6_6": 1,
          "WOOD9": 2,
          "BRWINDOW": 131,
          "BRICK4": 10,
          "BRICK2": 4,
          "FLAT5_3": 1,
          "STUCCO2": 282,
          "WOODMET4": 2,
          "RROCK02": 6,
          "FLOOR0_2": 30,
          "F_SKY1": 5,
          "BRONZE1": 45,
          "ZIMMER4": 45,
          "ASHWALL3": 14,
          "FLOOR4_5": 5,
          "STUCCO1": 45,
          "TANROCK2": 76,
          "WOOD6": 1,
          "MODWALL1": 4,
          "CEIL4_3": 19,
          "BIGBRIK2": 54,
          "FLAT5_5": 10,
          "FLOOR7_1": 14,
          "WOOD8": 2,
          "STUCCO": 46,
          "FLAT5_1": 49,
          "CEIL1_1": 38,
          "BRICK3": 15,
          "BSTONE1": 243,
          "ZIMMER3": 312,
          "BROWNHUG": 8,
          "SW2SKULL": 1,
          "FLOOR0_3": 1,
          "RROCK01": 55,
          "FLAT1": 47,
          "GRASS1": 4,
          "FLAT5_4": 80
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      }
    }
  ]
}

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