bd25april_hellknight_addon.pk3

PK3 1.3 MiB 0 map(s)

Counts

endoom0
graphics0
lumps542
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0b1253f2-6751-4b57-ade0-721810605a33",
    "sha1": "346268d04455f23b9000a995e1d7e30e36c84aa5",
    "sha256": "cfa329a9977dc478527abaf4209bfd9494c7f88aecfe5ea8cb0ed9e403f8f696",
    "filenames": [
      "bd25april_hellknight_addon.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2018-08-26 14:09:45",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2018-08-26 14:09:45",
    "file": {
      "type": "PK3",
      "size": 1324815,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/346268d04455f23b9000a995e1d7e30e36c84aa5/346268d04455f23b9000a995e1d7e30e36c84aa5.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 542,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "analysis": {
      "title": "bd25april_hellknight_addon",
      "description": "This addon contains no standalone maps but introduces a custom Burning Knight actor with unique fire-based visual effects and behaviors, designed for ZDoom-compatible engines. It focuses on enhancing monster variety rather than map content, featuring detailed particle effects and incendiary attacks. The content is intended as a monster or gameplay enhancement rather than a full WAD experience, with no defined progression or resource balance. It uses no standard Doom or Doom II IWAD dependencies and is not vanilla compatible. The theme centers on fiery, hellish aesthetics with a technical implementation of custom actors and effects.",
      "tags": [
        "custom_monsters",
        "fire_effects",
        "hell",
        "monster_addon",
        "no_maps",
        "not_vanilla_compatible",
        "zdoom_only"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "DECORATE/Knight.txt",
        "contents": "ACTOR BurnParticles\n{\n    Radius 8\n    Height 8\n    Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n    Speed 0\n    +NOBLOCKMAP\n\t+MISSILE\n    +NOTELEPORT\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n    +NODAMAGETHRUST\n    +NOCLIP\n    DamageType Fire\n\t+NOBLOOD\n\t+NOBLOODDECALS\n\t+BLOODLESSIMPACT\n\t-BLOODSPLATTER\n    States\n    {\n\tSpawn:\n\t\tTNT1 A 0\n        XDT3 A 0 A_Explode(3,30)\n\t\tTNT1 A 0 A_SpawnItem(\"RedFlare\", 0, 5)\n\t\tTTRB A 0 bright A_CustomMissile (\"PlasmaSmoke\", 20, 0, random (0, 360), 2, random (60, 130))\n\t\tTTRB A 0 bright A_CustomMissile (\"SmallFireTrail324\", 0, 0, random (0, 360), 2, random (0, 130))\n\t\tTNT1 A 3\n\t\tstop\n    }\n}\n\nACTOR BurnParticlesNoPain\n{\n    Radius 8\n    Height 8\n    Speed 5\n\tMass 6\n\tBounceFactor 0.5\n\t+DOOMBOUNCE\n    Speed 0\n    +NOBLOCKMAP\n\t+MISSILE\n    +NOTELEPORT\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n    +NODAMAGETHRUST\n    +NOCLIP\n    DamageType Fire\n\t+NOBLOOD\n\t+NOBLOODDECALS\n\t+BLOODLESSIMPACT\n\t-BLOODSPLATTER\n    States\n    {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"RedFlare\", 0, 5)\n\t\tTTRB A 0 bright A_CustomMissile (\"PlasmaSmoke\", 20, 0, random (0, 360), 2, random (60, 130))\n\t\tTTRB A 0 bright A_CustomMissile (\"SmallFireTrail324\", 0, 0, random (0, 360), 2, random (0, 130))\n\t\tTNT1 A 3\n\t\tstop\n    }\n}\n\nactor BurningKnight\n{\n\tRadius 1\n    Height 1\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    Mass 1000\n    Health 100\n\tStates\n\t{\n\t  Spawn:\n\t\tTNT1 A 0 A_PlaySound(\"PSXDPN\")\n\t\tTNT1 A 0 A_CustomMissile(\"IncendiaryGrenadeExplosion\", 10, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 AAA 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 10, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 BBB 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 CCC 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 DDD 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"PSXDPN\")\n\t\tBAF4 EEE 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 FFF 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 EEE 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 DDD 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"PSXDPN\")\n\t\tBAF4 BBB 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 AAA 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 BBB 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 CCC 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"PSXDPN\")\n\n\t\tBAF4 AAA 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 10, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 DDD 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 EEE 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 FFF 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"PSXDPN\")\n\t\tBAF4 CCC 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 DDD 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 CCC 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 DDD 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"PSXDPN\")\n\t\tBAF4 BBB 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 AAA 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 CCC 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 DDD 2 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"PSXDPN\")\n\n\t\tBAF4 AAA 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 10, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 BBB 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 CCC 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 DDD 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"PSXDPN\")\n\t\tBAF4 EEE 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 FFF 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 EEE 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 DDD 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"PSXDPN\")\n\t\tBAF4 BBB 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 AAA 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 BBB 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 CCC 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"PSXDPN\")\n\n\t\tBAF4 AAA 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 10, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 DDD 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 EEE 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 FFF 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"PSXDPN\")\n\t\tBAF4 CCC 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 DDD 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 CCC 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 DDD 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"PSXDPN\")\n\t\tBAF4 BBB 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 AAA 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 CCC 1 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\n\t\tBAF4 DDD 2 A_CustomMissile (\"BurnParticles\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"PSXDPN\")\n\n\t\tTNT1 A 0 //A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tBOSB AAAA 2 A_CustomMissile (\"FlameTrails\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB BBBB 2 A_CustomMissile (\"FlameTrails\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB CCCC 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n\t\tBOSB DDDD 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n        TNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tBOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n        BOSB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 10 A_CustomMissile (\"SmallSmoke\", 25, 0, random (0, 360), 2, random (70, 110))\n        BOSB E -1\n        Stop\n\t}\n}\n\nactor KnightSlam\n{\n+NOBLOCKMAP\n+MISSILE\nRadius 2\nHeight 2\nDamagetype ExplosiveImpact\nStates    {\n    Spawn:\n\tTNT1 A 0\nTNT1 A 0 A_Explode(random(52,63),118,0)\n        Stop}}\n\nACTOR HellKnight2 : HellKnight Replaces HellKnight\n{\n    Scale 1.0\n    Speed 8\n    Health 500\n    damagefactor \"Crush\", 10.0\n\tdamagefactor \"GibRemoving\", 0.0 PainChance \"HangingHook\", 0\n\tPainChance \"Kick\", 255 PainChance \"Leg\", 255\n\tPainChance \"LowKick\", 220\n\tPainChance \"Head\", 150\n\tPainChance \"Explosive\", 255\n\tPainChance 25\n\tPainChance \"Saw\", 100\n\tPainChance \"Cut\", 100\n\tdamagefactor \"Fatality\", 2.0\n\tDamageFactor \"CauseSplash\", 0.0 DamageFactor \"CauseObjectsToSplashSlime\", 0.0 DamageFactor \"CauseObjectsToSplashNukage\", 0.0\n\tDamageFactor \"CauseObjectsToSplashBlood\", 0.0 DamageFactor \"CauseObjectsToSplashLava\", 0.0\n\tdamagefactor \"SSG\", 0.5\tdamagefactor \"Avoid\", 0.0\tdamagefactor \"TeleportRemover\", 0.0\n\tPainSound \"PSXDPN\"\n\tGame Doom\n\tDeathHeight 4\n\tBurnHeight 0\n\tHeight 56\n    GibHealth 30\n\t-BOSSDEATH\n\t-FASTER\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tdamagefactor \"Avoid\", 0.0\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n    BloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\n\tDropItem \"DemonStrengthRune\" 3\n\tObituary \"%o was slain by a Hell Knight.\"\n\tDamageType HKF\n\t+DONTHURTSPECIES\n    MeleeDamage 5\n\tStates\n\t{\n\tMelee:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 22, 56,0)\n        BOS2 E 6 A_FaceTarget\n        TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 22, 56,0)\n\t\tBOS2 F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 22, 56,0)\n\t\tBOS2 G 6 A_CustomMissile(\"KnightAttack\",10,0,0,0)\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tGoto See2\n\nReplaceVanilla:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaHellKnight\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tStop\n    Spawn:\n\t\tBOS2 B 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\n\tStand:\n\t\tTNT1 A 0 A_CheckSight(\"Stand2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20b\", 22, 56,0)\n\t\tBOS2 BB 5 A_Look\n\t\tLoop\n\n\tStand2:\n\t\tBOS2 B 11 A_Look\n\t\tGoto Stand\n\n\tSee:\n\tTNT1 A 0\n\tTNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\tGoto Rage\n\tSee2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t    TNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\n\tSee3:\n\n\tTNT1 A 0 A_CheckSight(\"SeeNeverSeen\")\n\n\tSeeContinue:\n\n\t\t//TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0, 20, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"EnemyMemory\", 20, \"ForgetTarget\")\n\t\tTNT1 A 0 A_GiveInventory(\"EnemyMemory\", 1)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 22, 56,0)\n\t\tBOS2 AAA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 22, 56,0)\n\t\tBOS2 BBb 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 22, 56,0)\n\t\tBOS2 CCc 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 22, 56,0)\n\t\tBOS2 DDD 2 A_Chase\n\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tLoop\n\n\tSeeNeverSeen:\n        //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0, 20, 0, 0)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 22, 56,0)\n\t\tBOS2 AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 22, 56,0)\n\t\tBOS2 AA 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 22, 56,0)\n\t\tBOS2 BB 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 22, 56,0)\n\t\tBOS2 BB 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 22, 56,0)\n\t\tBOS2 CC 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 22, 56,0)\n\t\tBOS2 CC 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 22, 56,0)\n\t\tBOS2 DD 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 22, 56,0)\n\t\tBOS2 DD 2 A_Chase\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsInvisible\", 1, \"ForgetTarget\")\n\t\tLoop\n   RAGE:\n        TNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"See2\")\n        BTS2 ABC 1\n\t\tBTS2 DEDF 2\n\t\tBTS2 DEDF 2\n\t\tBTS2 CBA 1 A_FaceTarget\n\t\tTNT1 A 0 HealThing(200)\n\t\tTNT1 A 0 A_Jump(96, \"MissileInRage\")\n\t\tGoto See2\n\n\tIdle:\n\tLookingForPlayer:\n\t    TNT1 A 0 A_GiveInventory(\"SKImp\", 1)\n\t    TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 22, 56,0)\n\t\tBOS2 B 10 A_Look\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 22, 56,0)\n\t\tBOS2 B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 22, 56,0)\n\t\tBOS2 B 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle - 40)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 22, 56,0)\n\t\tBOS2 B 10 A_Look\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 22, 56,0)\n\t\tBOS2 B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 22, 56,0)\n\t\tBOS2 B 10 A_Look\n\t\tTNT1 A 0 A_SetAngle(angle + 40)\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 22, 56,0)\n\t\tBOS2 B 10 A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 22, 56,0)\n\t\tBOS2 B 10 A_Look\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10b\", 22, 56,0)\n\t\tBOS2 B 10 A_Look\n\n\t\tBOS2 A 0 A_Wander\n\t\tBOS2 AA 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 22, 56,0)\n\n\t\tBOS2 B 0 A_Wander\n\t\tBOS2 BB 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 22, 56,0)\n\n\t\tBOS2 C 0 A_Wander\n\t\tBOS2 CC 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 22, 56,0)\n\n\t\tBOS2 D 0 A_Wander\n\t\tBOS2 DD 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 22, 56,0)\n\n\t\tTNT1 A 0 A_jump(128, \"LookingForPlayer\")\n\n\t\tBOS2 A 0 A_Wander\n\t\tBOS2 AA 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 22, 56,0)\n\n\t\tBOS2 B 0 A_Wander\n\t\tBOS2 BB 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 22, 56,0)\n\n\t\tBOS2 C 0 A_Wander\n\t\tBOS2 CC 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 22, 56,0)\n\n\t\tBOS2 D 0 A_Wander\n\t\tBOS2 DD 2 A_Look\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget6b\", 22, 56,0)\n\n\t\tGoto LookingForPlayer\n\n\tForgetTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_TakeInventory(\"EnemyMemory\", 25)\n\t\tTNT1 A 0 A_GiveInventory(\"LookingForPlayer\", 1)\n\t\tGoto LookingForPlayer\n\n\tMelee2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\n\t\tBOS2 EF 8 A_FaceTarget\n\t\tBOS2 G 8 A_CustomMissile(\"KnightAttack\",10,0,0,0)\n\t\tGoto See2\n    Missile:\n\t\tTNT1 A 0\n\t\t//TNT1 A 0 A_Jump(64, \"MissileInRage\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoHellknightCharge\", 1, 2)\n\t\tTNT1 A 0 A_JumpIfCloser(950, \"MaybeCharge\")\n\tJustMissile:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopKickingMyBallsMotherFucker\", 1, \"MissileInRage\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 56,0)\n\t\tTNT1 A 0 A_TakeInventory(\"CantFire\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(900, 3)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTargetCheck\", 34, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTargetCheckFaster\", 34, 0, 0, 0)\n\t\tBOS2 F 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"CantFire\",1, \"SeeContinue\")\n\t\tBOS2 E 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 64, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 64, 30, random (0, 140), 2, random (0, 160))\n\t\tBOS2 E 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 64, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 64, 30, random (0, 140), 2, random (0, 160))\n\t\tBOS2 E 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 64, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 64, 30, random (0, 140), 2, random (0, 160))\n\t\tBOS2 E 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 56,0)\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 64, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 64, 30, random (0, 140), 2, random (0, 160))\n\t\tBOS2 E 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 64, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 64, 30, random (0, 140), 2, random (0, 160))\n\t\tBOS2 E 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 64, 30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 64, 30, random (0, 140), 2, random (0, 160))\n\t\tBOS2 E 2\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 56,0)\n\t\tBOS2 F 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 56,0)\n\t\tBOS2 G 8 A_CustomMissile(\"BaronBall\", 36, 0, 0, 1)\n\t\tGoto seecontinue\n\n\tMaybeCharge:\n\t\tTNT1 A 0 A_Jump(220, \"JustMissile\")\n\t\tGoto CHARGE\n\tCHARGE:\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tBSCG A 4 A_FaceTarget\n\t//\tTNT1 A 0 A_JumpIf(Momx == 0 || Momy == 0, \"JustMissile\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 49,0)\n\t\tTNT1 A 0 A_PlaySound(\"knight/step\",4)\n\t\tBSCG B 4 A_FaceTarget\n\t//\tTNT1 A 0 A_JumpIf(Momx == 0 || Momy == 0, \"JustMissile\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 49,0)\n\t\tTNT1 A 0 A_JumpIfCloser(250, \"POUNCE\")\n\t\tBSCG C 4 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIf(Momx == 0 || Momy == 0, \"JustMissile\")\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tTNT1 A 0 A_PlaySound(\"knight/step\",5)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 49,0)\n\t\tBSCG D 4 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil (-4)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 49,0)\n\t\tTNT1 A 0 A_JumpIfCloser(250, \"POUNCE\")\n\t\tTNT1 A 0 A_JumpIf(Momx == 0 || Momy == 0, \"JustMissile\")\n\t\tloop\n\n\tPOUNCE:\n\t\tTNT1 A 0 A_Recoil (-8)\n        TNT1 A 0 ThrustThingZ(0,17,0,1)\n\t    TNT1 A 0 A_PlaySound(\"weapons/fistwhoosh\", 1)\n\t\tBSPC AB 3 A_FaceTarget\n\t\tBSPC CCC 3\n\t    TNT1 A 0 A_PlaySound(\"CLAP\", 2)\n\t\tTNT1 A 0 A_CustomMissile(\"CyberStep\",10,0,0,0)\n\t\tTNT1 A 0 A_CustomMissile(\"KnightSlam\",10,0,0,0)\n\t\tTNT1 A 0 A_CustomMissile(\"BigRicoChet\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigRicoChet\", 0, -30)\n        TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tBSPC D 25\n\t\tGoto seecontinue\n\n\tMissileInRage:\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 22, 56,0)\n\n\t\tTNT1 A 0 A_TakeInventory(\"CantFire\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTargetCheck\", 34, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTargetCheckFaster\", 34, 0, 0, 0)\n\t\tBOS2 E 3 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"CantFire\",1, \"SeeContinue\")\n\t\tBOS2 E 3 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 22, 56,0)\n\t\tBOS2 F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 22, 56,0)\n\t\tBOS2 G 6 A_CustomMissile(\"BaronBall\", 36, 0, 0, 1)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 22, 56,0)\n\t\tBAS2 E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 22, 56,0)\n\t\tBAS2 F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 22, 56,0)\n\t\tBAS2 G 6 A_CustomMissile(\"BaronBall\", 36, 0, 0, 1)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 22, 56,0)\n\t\tBOS2 E 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 22, 56,0)\n\t\tBOS2 F 6 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 22, 56,0)\n\t\tBOS2 G 6 A_CustomMissile(\"BaronBall\", 36, 0, 0, 1)\n\t\tGoto See2\n\n\tCheckRetreat:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfCloser(500, \"Retreat\")\n\tGoto Missile+5\n\n\tRetreat:\n\tTNT1 A 0\n        //TNT1 A 0 A_SpawnItemEx(\"FootSep\", 0, 0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOS2 DD 2 A_Recoil(2)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOS2 DD 2 A_Recoil(2)\n\t\tTNT1 A 0 A_FaceTarget\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOS2 CC 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOS2 CC 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOS2 BB 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOS2 BB 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOS2 AA 2 A_Recoil(1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOS2 AA 2 A_Recoil(1)\n\t\tGoto Missile+5\n\n\tPain:\n        TNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 22, 56,0)\n\t    TNT1 A 0 A_TakeInventory(\"StopKickingMyBallsMotherFucker\", 1)\n\t\tBOS2 H 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 22, 56,0)\n\t\tBOS2 H 3 A_Pain\n\t\tGoto See2\n\n\tPain.Explosive:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,10,0,1)\n\tGoto Pain\n\n\tPain.HeavyImpact:\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_Recoil(8)\n\t\tBOS2 H 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4b\", 22, 56,0)\n\t\tBOS2 H 3 A_Pain\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tGoto See2\n\n\tPain.Kick:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n        TNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopKickingMyBallsMotherFucker\", 1, \"MissileInRage\")\n\t\tTNT1 A 0 A_GiveInventory(\"StopKickingMyBallsMotherFucker\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,5,0,1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tKNRJ ABCD 5\n\t\tTNT1 A 0 A_Pain\n\t\tKNRJ ABCD 5\n\t\tTNT1 A 0 A_Pain\n\t\tKNRJ ABCD 5\n\t\tTNT1 A 0 A_Pain\n\t\tKNRJ ABCD 5\n\t\tGoto Missile\n\n\tDeath.Shotgun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(96, \"Death.Arm\")\n\t\tTNT1 A 0 A_JumpIfCloser(250, \"Death.Blast\")\n\t\tGoto Death\n\n\tDeath:\n        TNT1 A 0\n\t\tTNT1 A 0 A_Jump(64, \"Death.Arm\")\n\t\tHKDD A  10\n\t\tHKDD B  10 A_Scream\n\t\tHKDD C  10\n\t\tHKDD D  0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"DeadKnight\")\n\t\tTNT1 A -1\n\t    Stop\n\tDeath.Arm:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHellKnightArm\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"muchblood2Green\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DyingHellKnight1\")\n\t\tStop\n\n\tXDeath:\n\t    TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_CustomMissile (\"KnightXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t    Stop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.Saw:\n\t\tTNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"GreenBLoodSplasher2\", 40)\n\t\tTNT1 A 0 A_CustomMissile (\"muchblood2Green\", 55, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 65, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 65, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"GreenBrainPiece\", 60, 0, random (0, 360), 2, random (0, 160))\n        BOS2 PQRSTU 6\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tBOS2 VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 1 A_CustomMissile (\"Green_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem (\"RapedHK\", 1)\n\t\tTNT1 A -1\n\t\tStop\n\n\tXDeath:\n\t    TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_CustomMissile (\"KnightXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t    Stop\n\n\tDeath.Minigun:\n        TNT1 A 0\n\t\tTNT1 A 0 A_Jump(224, \"Death.Arm\")\n\tDeath.Cut:\n\tDeath.Crush:\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2Green\")\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathHalfHK\", 24, 0, random (0, 360), 2, random (0, 160))\n        BBO1 AAAAAAAAAABBBBBCCCCC 2 A_CustomMissile (\"Green_LiquidBlood\", 30, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n        TNT1 A 0 A_SpawnItem (\"DeadKnightHalfDown\", 1)\n\t\tTNT1 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile (\"Green_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n\tDeath.head:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"GreenBLoodSplasher2\", 40)\n\t    TNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.decaptate\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(-80, \"Death.HeadExplode\")\n\t\tTNT1 A 0 A_SpawnItem(\"HellKnightHeadExplodeHalf\", 0, 62)\n\t\tTNT1 A 0 A_SpawnItem(\"DyingHellknight2\")\n\t\tTNT1 A -1\n\t    Stop\n\n\tDeath.headExplode:\n\t    TNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t    TNT1 A 0 A_SpawnItem(\"HellKnightHeadExplode\", 0, 62)\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"DyingHellKnightNoHead\")\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t    Stop\n\tDeath.decaptate:\n\t    TNT1 AAAAA 0 A_CustomMissile (\"XDeath1Green\", 62, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2Green\", 0, 62)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHellKnightHead\", 62, 0, random (0, 360), 2, random (50, 130))\n        BTN2 AAAAAAAAAAA 2 A_CustomMissile (\"Green_LiquidBlood\", 62, 0, random (0, 360), 2, random (30, 110))\n        BTN2 BBBBB 2 A_CustomMissile (\"Green_LiquidBlood\", 50, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_NoBlocking\n        BTN2 CCCCC 2 A_CustomMissile (\"Green_LiquidBlood\", 30, 0, random (0, 360), 2, random (30, 110))\n\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n        TNT1 A 0 A_SpawnItem(\"DeadKnightNoHead\")\n\t\tTNT1 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 2 A_CustomMissile (\"Green_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t    Stop\n\n\t\tDeath.SuperPlasma:\n    Death.Plasma: Death.Plasma2:\n\t    TNT1 A 0 A_Stop\n        TNT1 A 0 A_BossDeath\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 42, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Blood\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece\", random (-15, 15), random (-15, 15))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece2\", random (-35, 35), random (-35, 35))\n\t\tTNT1 AA 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-45, 45), random (-45, 35))\n        BOSB ABC 7\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n\t\tBOSB D 7 A_CustomMissile (\"PlasmaSmoke\", 14, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n        BOSB E -1\n        Stop\n\n\t    Death.GreenFire:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n        TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AA 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n        Stop\n\nDeath.ExplosiveImpact:\n        TNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,35,0,1)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHellKnightArm\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHellKnightLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1Green\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"muchbloodGreen\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(255, \"Death.ExplosiveImpact1\", \"Death.ExplosiveImpact2\")\n\n\tDeath.ExplosiveImpact1:\n\t\tBAH3 A  8 A_Scream\n\t\tBAH3 B  8 A_NoBlocking\n\t\tBAH3 CCCCCC  8 A_CheckFloor(\"Land1\")\n\t\tGoto Land1\n\n\tLand1:\n\t\tTNT1 A 0 A_SpawnItem (\"DeadKnightExplosiveImpact1\", 1)\n\t\tTNT1 A -1\n\t    Stop\n\n\tDeath.ExplosiveImpact2:\n\t\tBAH3 E  8 A_Scream\n\t\tBAH3 F  8 A_NoBlocking\n\t\tBAH3 GGGGGG  8 A_CheckFloor(\"Land2\")\n\t\tGoto Land2\n\n\tLand2:\n\t\tTNT1 A 0 A_SpawnItem (\"DeadKnightExplosiveImpact2\", 1)\n\t\tTNT1 A -1\n\t    Stop\n\n\tRaise:\n\t\tBOS2 O 8\n\t\tBOS2 NMLKJI  8\n\t\tGoto See2\n\n\t\tDeath.Fire:\n        TNT1 A 0\n\t\tTNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"BurningKnight\", 0, 10)\n        Stop\n\n   CurbstompMarine:\n        TNT1 A 0 A_SetInvulnerable\n\t\tKTFP AAAA 3\n\t\tKTFP BCDE 3\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n\t    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n        KTFP E 8\n        KTFP F 24\n        KTFP MGGGGG 3\n        KTFP H 2\n\t    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n        TNT1 AAA 0 A_CustomMissile (\"Brains1\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 11, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBlood2\", 1, 0, random (0, 360), 2, random (0, 160))\n        KTFP IJ 2\n\t    KTFP KLLLLL 4\n        TNT1 A 0 A_TakeInventory(\"Curbstomp_Marine\",1)\n        TNT1 A 0 A_UnSetInvulnerable\n\t\tTNT1 A 0 A_SpawnItem (\"CurbstompedMarine\", 1)\n\t\tGoto See2\n\n    Death.Fatality:\n\n\t    TNT1 A 0 A_Pain\n\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"FistsSelected\", 1, 1)\n\t\tGoto Death.ExplosiveImpact\n\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_Jump(128, \"Death.Fatality3\")\n        TNT1 A 0 A_GiveToTarget(\"HKFatality\", 1)\n        TNT1 A 1 A_NoBlocking\n        TNT1 A 0 A_BossDeath\n\t\tStop\n\tDeath.Fatality3:\n        TNT1 A 0 A_GiveToTarget(\"HKFatality3\", 1)\n        TNT1 A 1 A_NoBlocking\n        TNT1 A 0 A_BossDeath\n\t\tStop\n\n    Pain.KillMe:\n    Pain.Taunt:\n        TNT1 A 0\n        Goto Missile\n    Death.KillMe:\n    Death.Taunt:\n\t    TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n        TNT1 A 0 A_SpawnItem(\"HellKnight\")\n        Stop\n\n\tDeath.Ice:\n\tDeath.Freeze:\n\tDeath.Frost:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_SpawnItem(\"FrozenHellKnight\")\n\tStop\n\n\tDeath.Massacre:\n\tGoto Death\n\n\t Death.Stomp:\n\t    TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tBOS2 JKL 2\n\t    TNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\")\n\t\tTNT1 AAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAA 0 bright A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2bGreen\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3bGreen\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n\tCrush:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx (\"BodyRemovalThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n\t}\n}\n\nACTOR GreenPlasmaBall: BaronBall Replaces BaronBall\n{\n\tRadius 10\n\tHeight 16\n\tSpeed 16\n\tFastSpeed 20\n\tDamageType GreenFire\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n    +THRUGHOST\n    Damage (random(25,35))\n\tRenderStyle Add\n\tAlpha 0.95\n\tScale 0.25\n\tSeeSound \"baron/attack\"\n\tDeathSound \"baron/shotx\"\n\tDecal \"Scorch\"\n\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(798, 0, 0, 0, 0)//Check Effects\n\n\tSpawn1:\n\t\tPBAL C 1 BRIGHT A_SpawnItemEx(\"SmallGreenFlameTrails\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 A 0 A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tLoop\n\n\tSpawnCheap:\n\t    PBAL C 1 BRIGHT A_SpawnItemEx(\"SmallGreenFlameTrails\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlasmaParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t    TNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t    TNT1 A 0 A_SpawnItemEx (\"DetectCeilCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AA 0 A_SpawnItem(\"GreenFlare\",0,0)\n\t\tTNT1 A 0 A_SetScale(0.7)\n\t\tTNT1 A 0 A_FadeOut(0.2)\n\t\tFRPG ABCDEFGH 2 BRIGHT\n\t\tStop\n\tXDeath:\n\t\t//TNT1 AAA 0 A_SpawnItemEx(\"PlasmaParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n        TNT1 A 0 A_JumpIfCloser(220, \"StopInAir\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlasmaParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 AA 0 A_SpawnItem(\"GreenFlare\",0,0)\n\t    TNT1 A 0 A_SetScale(0.7)\n\t\tTNT1 A 0 A_FadeOut(0.2)\n\t\tFRPG ABCDEFGH 2 BRIGHT\n\t\tStop\n\n\tStopInAir:\n\t\tFRPG ABCDEF 1 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR KnightAttack: BaronBall\n{\n\tRadius 24\n\tHeight 16\n\tDamageType HKFT\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n    +THRUGHOST\n\tRenderStyle Add\n\tAlpha 0.6\n    Damage 10\n    Speed 42\n\t//HitObituary \"$OB_IMPHIT\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 BRIGHT\n        TNT1 A 2 //A_PlaySound(\"weapons/gswing\")\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 BRIGHT\n\t\tStop\n\t}\n}\n\nActor DeadKnight: CurbstompedMarine\n{\n    Radius 24\n    Height 12\n    Scale 1.0\n    +SHOOTABLE\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +CORPSE\n\t+FLOORCLIP\n\t-SOLID\n\t+THRUACTORS\n\tdamagefactor \"Crusher\", 50.0\n    Mass 5000\n    Health 500\n    damagefactor \"Blood\", 0.0\n    damagefactor \"Trample\", 0.0\n\tBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\nStates\n    {\n    Spawn:\n\t\tHKDD D -1\n        Stop\n\tRaise:\n\t\tTNT1 A 2 A_CustomMissile (\"RealFlameTrailsSmall\", 6, 0, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"PentagramSpawner\", 0, 60)\n\t\tTNT1 A 2 A_CustomMissile (\"RealFlameTrailsSmall\", 6, 0, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"PentagramSpawner\", 0, 60)\n\t\tTNT1 A 0 A_SpawnItem(\"TeleportFog\")\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem (\"HellKnight2\")\n\t\tStop\n\n\tDeath:\n\t\t GIBS Y 0\n\t     TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 16, 0, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem(\"DeadKnightHalfUp\")\n\t\t Stop\n\n\tXDeath:\n\t\t GIBS Y 0\n\t     TNT1 A 0 A_NoBlocking\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1Green\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_SpawnItem(\"MuchBlood2Green\", 0, 25)\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 16, 00, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_SpawnItem(\"MuchBlood3Green\", 0, 25)\n\t\t GIBS Y 1\n\t\t GIBS Y -1\n\t\t Stop\n\n\tDeath.CrushedBodies:\n\t\t TNT1 A 0 A_SetAngle(0)\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, -40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, 40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_SetAngle(90)\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, -40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 bright A_CustomMissile (\"GreenSuperGoreSpawner\", 1, 40, random (0, 360), 2, random (25, 45))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 1, random (-30, 30), random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_NoBlocking\n\t\t GIBS Y 1\n\t\t GIBS Y -1\n\t\tStop\n\t\t}}\n\nactor DeadKnightBTN5F: DeadKnight\n{\n\tScale 1.2\n    States\n    {\n    Spawn:\nBTN5 F -1\n       Stop\n\n\t   Death:\n\t\t GIBS Y 0\n\t     TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightArm\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem(\"HellKnightHeadExplode\", 0, 10)\n\t\t TNT1 A 0 A_SpawnItem(\"DeadHellKnightNoArmNoHead\")\n\t\t Stop\n\t\t }}\n\nActor DeadKnightHalfDown: DeadKnight\n{States{Spawn:        BBO1 D -1\nStop\n\n\tDeath:\n\t\t GIBS Y 0\n\t     TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\n\t\t }}\n\nActor DeadKnightHalfUp: DeadKnight\n{States{Spawn:        BTO1 D -1\nStop\n\n\tDeath:\n\t\t GIBS Y 0\n\t     TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"GreenGuts\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightArm\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightTorso\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightHead\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\n\n}}\n\nActor DeadKnightNoHead: DeadKnightBTN5F\n{States{Spawn:        BTN2 D -1\nStop\nDeath:\n\t\t GIBS Y 0\n\t     TNT1 A 0 A_NoBlocking\n\t\t TNT1 AAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 0, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightArm\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem(\"DeadHellKnightNoArmNoHead\")\n\t\t Stop\n\n}}\n\nActor RapedHK: DeadKnight\n{States{Spawn:        HKF1 I -1\nStop\n\n\t\tDeath:\n\t    TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_CustomMissile (\"KnightXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t    Stop}}\n\nActor DeadKnightExplosiveImpact2: DeadKnight\n{Scale 1.2 States{Spawn:        BAH3 H -1\nStop\n\n\tDeath:\n\t\t GIBS Y 0\n\t     TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 25, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"GreenGuts\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightTorso\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightHead\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightLEg\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\n\n}}\n\nActor DeadKnightExplosiveImpact1: DeadKnightExplosiveImpact2\n{Scale 1.2 States{Spawn:        BAH3 D -1\nStop}}\n\nActor OmgSoDeadHK: DeadKnightHalfUp\n{States{Spawn:        HKF2 O -1\nStop}}\n\nActor NoArmNoHeadFatalizedHK: DeadKnightHalfDown\n{States{Spawn:\nHKF3 JKLM 5\nHKF3 N -1\nStop}}\n\nActor DeadHellKnightNoArm: DeadKnight\n{States{Spawn:\nBTN3 D 1\nBTN3 D -1\nStop\n\n\tDeath:\n\t\t GIBS Y 0\n\t     TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_SpawnItem(\"HellKnightHeadExplode\", 0, 10)\n\t\t TNT1 A 0 A_SpawnItem(\"DeadHellKnightNoArmNoHead\")\n\t\t Stop}}\n\nActor DeadHellKnightNoArmNoHead: DeadKnight\n{States{Spawn:\nBTN4 D 1\nBTN4 D -1\nStop\n\n\tDeath:\n\t\t GIBS Y 0\n\t     TNT1 A 0 A_NoBlocking\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2bGreen\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3bGreen\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, -40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AA 0 A_CustomMissile (\"GreenBloodMistBig\", 1, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 AAA 0 A_CustomMissile (\"GreenGuts\", 5, 40, random (0, 360), 2, random (30, 90))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightTorso\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem(\"DeadKnightHalfDown\")\n\t\t Stop}}\n\nACTOR XDeathHalfHK\n{\n+FLOORCLIP\n    Radius 0\n    Height 8\n    Speed 10\n\tMass 8\n\tBounceFactor 0.3\n\t+DOOMBOUNCE\n    +NOBLOCKMAP\n\t+MISSILE\n    +NOTELEPORT\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n    DeathSound \"misc/xdeath1\"\n    States\n    {\n    Spawn:\n        Goto Death\n    Death:\n        BTO1 AABBCC 4 A_CustomMissile(\"Green_Blood\",0,0,180,2)\n        //TNT1 A 0 A_Jump(128, \"Crawl\")\n\t\tHPLA A 0 A_SpawnItem(\"DeadKnightHalfUp\",0,0,0,1)\n        Stop\n\tCrawl:\n\t    TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DyingHellKnight\")\n\t\tTNT1 A 0\n\t\tStop\n    }\n}\n\nACTOR DyingHellKnight1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 100\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n    damagefactor \"Avoid\", 0.0 damagefactor \"SSG\", 10.0\n\tdamagefactor \"Shrapnel\", 0.0\tdamagefactor \"KillMe\", 0.0\tdamagefactor \"Minigun\", 0.6\n\tBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\n\tBloodColor \"DarkGreen\"\n\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+NOPAIN\n\t+DONTSPLASH\n\tScale 1.0\n\tPainSound \"PSXDPN\"\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 A_FaceTarget\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem(\"GreenBloodDying\", 0, 50)\n\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem(\"GreenBloodDying\", 0, 50)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem(\"GreenBloodDying\", 0, 50)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem(\"GreenBloodDying\", 0, 50)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem(\"GreenBloodDying\", 0, 50)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem(\"GreenBloodDying\", 0, 50)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem(\"GreenBloodDying\", 0, 50)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem(\"GreenBloodDying\", 0, 50)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem(\"GreenBloodDying\", 0, 50)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Fall\n\tTNT1 A 0 A_ChangeFLag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_PlaySound(\"knight/death\")\n\tBTN3 ABCD 6\n\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\tTNT1 A 0 A_SpawnItem(\"DeadHellKnightNoArm\")\n\tStop\n\n\tDeath.Head:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_SpawnItem(\"HellKnightHeadExplode\", 0, 62)\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 A 0 A_SpawnItem(\"DyingHellKnightNoHeadNoArm\")\n\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\tDeath.ExplosiveImpact:\n\tDeath.Railgun:\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2Green\")\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathHellKnightTorso\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"HellKnightHeadExplode\", 0, 62)\n        BBO1 AAAAAAAAAABBBBBCCCCC 2 A_CustomMissile (\"Green_LiquidBlood\", 30, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n        TNT1 A 0 A_SpawnItem (\"DeadKnightHalfDown\", 1)\n\t\tTNT1 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile (\"Green_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n\t\tDeath.Cut:\n        TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2Green\")\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathHalfHK\", 24, 0, random (0, 360), 2, random (0, 160))\n        BBO1 AAAAAAAAAABBBBBCCCCC 2 A_CustomMissile (\"Green_LiquidBlood\", 30, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n        TNT1 A 0 A_SpawnItem (\"DeadKnightHalfDown\", 1)\n\t\tTNT1 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile (\"Green_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n\n}}\n\nACTOR DyingHellKnight2: DyingHellKnight1\n{\n\tScale 1.2\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20b\", 0, 50,0)\n\t\tBTN5 AABBAACC 2 A_CustomMissile (\"Green_LiquidBlood\", 62, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20b\", 0, 50,0)\n\t\tBTN5 AAABBBAAACCC 2 A_CustomMissile (\"Green_LiquidBlood\", 62, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20b\", 0, 50,0)\n\t\tBTN5 AAABBBAAACCC 2 A_CustomMissile (\"Green_LiquidBlood\", 62, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget20b\", 0, 50,0)\n\t\tBTN5 AAABBBAAACCC 2 A_CustomMissile (\"Green_LiquidBlood\", 62, 0, random (0, 360), 2, random (30, 110))\n       Death:\n\t\tTNT1 A 0 A_Scream\n\t\tBTN5 DDD 2 A_CustomMissile (\"Green_LiquidBlood\", 50, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_NoBlocking\n        BTN5 EEE 2 A_CustomMissile (\"Green_LiquidBlood\", 30, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n        TNT1 A 0 A_SPawnItem (\"DeadKnightBTN5F\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 FFFFFFFFFFFFFFFFFFFFFFFFFFFFF 2 A_CustomMissile (\"Green_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 110))\n\t\tStop\n\n\tDeath.Head:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t    TNT1 A 0 A_SpawnItem(\"HellKnightHeadExplode\", 0, 62)\n\t\tTNT1 A 0 A_SpawnItem (\"DyingHellKnightNoHead\")\n\t    Stop\n}}\n\nACTOR DyingHellKnightNoHead: DyingHellKnight1\n{\n\tDamageFactor \"Head\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t\tBTN2 AAAAAAAAAAAAAAAAA 2 A_CustomMissile (\"Green_LiquidBlood\", 62, 0, random (0, 360), 2, random (30, 110))\n        BTN2 BBBBB 2 A_CustomMissile (\"Green_LiquidBlood\", 50, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_NoBlocking\n        BTN2 CCCCC 2 A_CustomMissile (\"Green_LiquidBlood\", 30, 0, random (0, 360), 2, random (30, 110))\n\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadKnightNoHead\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 2 A_CustomMissile (\"Green_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t    Stop\n\n\tDeath: Death.Minigun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"GreenBloodMistBig\", 42, 0, random (0, 360), 2, random (30, 90))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathHellKnightArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"DyingHellKnightNoHeadNoArm\")\n\t    Stop\n\n\tDeath.SSG:\n\tXDeath:\n\tDeath.ExplosiveImpact:\n\tDeath.Railgun:\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2Green\")\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathHellKnightTorso\", 32, 0, random (0, 360), 2, random (0, 160))\n        BBO1 AAAAAAAAAABBBBBCCCCC 2 A_CustomMissile (\"Green_LiquidBlood\", 30, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n        TNT1 A 0 A_SpawnItem (\"DeadKnightHalfDown\", 1)\n\t\tTNT1 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile (\"Green_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n}}\n\nACTOR DyingHellKnightNoHeadNoArm: DyingHellKnight1\n{\n\tDamageFactor \"Head\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t\tBTN4 AAAAAAAAAAAAAAA 2 A_CustomMissile (\"Green_LiquidBlood\", 62, 0, random (0, 360), 2, random (30, 90))\n\t\tBTN4 BBBB 2 A_CustomMissile (\"Green_LiquidBlood\", 52, 0, random (0, 360), 2, random (30, 90))\n\t\tBTN4 CCCC 2 A_CustomMissile (\"Green_LiquidBlood\", 32, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadHellKnightNoArmNoHead\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 2 A_CustomMissile (\"Green_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t    Stop\n\n\tDeath.SSG:\n\tXDeath:\n\tDeath.ExplosiveImpact:\n\tDeath.Railgun:\n\tDeath.Minigun:\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MuchBlood2Green\")\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1Green\", 40, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathHellKnightArm\", 32, 0, random (0, 360), 2, random (0, 160))\n        BBO1 AAAAAAAAAABBBBBCCCCC 2 A_CustomMissile (\"Green_LiquidBlood\", 30, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n        TNT1 A 0 A_SpawnItem (\"DeadKnightHalfDown\", 1)\n\t\tTNT1 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile (\"Green_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A -1\n\t\tStop\n}}\n\nACTOR XDeathHalfHK\n{\n+FLOORCLIP\n    Radius 0\n    Height 8\n    Speed 10\n\tMass 8\n\tBounceFactor 0.3\n\t+DOOMBOUNCE\n    +NOBLOCKMAP\n\t+MISSILE\n    +NOTELEPORT\n    +DONTSPLASH\n    +MOVEWITHSECTOR\n    DeathSound \"misc/xdeath1\"\n    States\n    {\n    Spawn:\n        Goto Death\n    Death:\n        BTO1 AABBCC 4 A_CustomMissile(\"Blood\",0,0,180,2)\n        TNT1 A 0 A_Jump(128, \"Crawl\")\n\t\tHPLA A 0 A_SpawnItem(\"DeadKnightHalfUp\",0,0,0,1)\n        Stop\n\tCrawl:\n\t    TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DyingHellKnight\")\n\t\tTNT1 A 0\n\t\tStop\n    }\n}\n\nACTOR DyingHellKnight\n{\n    Radius 12\n    Height 30\n    Speed 9\n\tHealth 70\n\tPainSound \"PSXDPN\"\n\tDeathSound \"grunt/death\"\n\tdamagefactor \"Kick\", 0.1\n\tdamagefactor \"Crush\", 2.0\n\tdamagefactor \"Fatality\", 20.1\n\tPainChance \"Kick\", 255\n\t+SHOOTABLE\n    +FLOORCLIP\n\t//+NOBLOCKMAP\n    +LOOKALLAROUND\n\t+FRIGHTENED\n\t+FLOORCLIP\n\t-SOLID\n\t+THRUACTORS\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 (\"Green_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\tBTCK ABA 3\n\tBTC1 B 20\n\tGoto See\n\n\t\tDeath.Kick:\n\t\tDeath.Fatality:\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_GiveToTarget(\"HKFatality2\", 1)\n        Stop\n\n    Spawn:\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\tBTC1 A 1 A_Look\n    See:\n\t\tBTC1 ABC 10 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"Green_FlyingBlood\", 0, 0, 10, 0, 0)\n        BTC1 D 10 A_Pain\n\t\tTNT1 A 0 A_SpawnItemEx(\"Green_FlyingBlood\", 0, 0, 10, 0, 0)\n\n\t\tBTC1 ABC 10 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"Green_FlyingBlood\", 0, 0, 10, 0, 0)\n        BTC1 D 10 A_Pain\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenGuts\", 0, 0, 5, 0, 0)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 8, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_NoBlocking\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 (\"DeadKnightHalfUp\")\n\t\tStop\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 (\"XDeath1Green\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2Green\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3Green\", 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 AAA 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE/DyingGuys.txt",
        "contents": "ACTOR DyingZombieman\n{\n    Radius 12\n    Height 16\n    Speed 9\n\tHealth 50\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\tdamagefactor \"Kick\", 6.0\n\tPainChance \"Kick\", 255\n\tdamagefactor \"trample\", 2.0\n\tDamageFactor \"CauseSplash\", 0.0 DamageFactor \"CauseObjectsToSplashSlime\", 0.0 DamageFactor \"CauseObjectsToSplashNukage\", 0.0\n\tDamageFactor \"CauseObjectsToSplashBlood\", 0.0 DamageFactor \"CauseObjectsToSplashLava\", 0.0\n\tdamagefactor \"Avoid\", 0.0\tdamagefactor \"Death.KickDowned\", 100.0\tdamagefactor \"Death.KickDownedAny\", 100.0\n\tBloodType \"Brutal_Blood\", \"BloodSPlatterReplacer\", \"SawBlood\"\n\t+SHOOTABLE\n    +FLOORCLIP\n\t//+NOBLOCKMAP\n    +LOOKALLAROUND\n\t+FRIGHTENED\n\t-SOLID\n\t+DONTSPLASH\n\tMONSTER\n\t+FRIENDLY//\n\t-COUNTKILL\n\t+GHOST\n\t+THRUGHOST\n\tMass 500\n\tDeathHeight 4\n\tBurnHeight 0\n    States\n    {\n\n\tPain.Kick:\n\tTNT1 A 0 A_CustomMissile (\"Teeth\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"TeethNoBounce\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"CrueltyBonus1health\")\n\tTNT1 A 0 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tZMAK ABA 4\n\tZMAM A 20\n\tGoto See\n\n\t\tDeath.Kick:\n\t\tDeath.KickDowned:\n\t\tDeath.Extremepunches:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GoSpecial\", 1)\n        TNT1 A 0 A_GiveToTarget(\"IsCurbstompingZombieman\", 1)\n        Stop\n\n    Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_GiveInventory(\"IsCrawling\", 1)\n\tZMAM A 1 A_Look\n\tLoop\n    See:\n\t\tZMAM ABAB 10 A_Chase\n        ZMAM A 9 A_Pain\n\t\tTNT1 A 0 A_Jump(12, \"LastStand\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Brutal_FlyingBlood\", 0, 0, 10, 0, 0)\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\n\tGoto Death\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieManMinorHead\")\n\t\tStop\n\n\tLastStand:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CHangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"ZombiemanLastStand1\")\n\t\tStop\n\n\tDeath.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0 A_SpawnItem (\"DyingZombiemanInFlames\")\n\tStop\n\tDeath.Trample:\n\t            TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"StompedZombieman\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 1 A_XScream\n    TNT1 A 1 A_NoBlocking\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tStop\n\n\tDeath.Shotgun:\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 20, 0, random (0, 360), 2, random (0, 160))\n\n\t\tZMAD B 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tZMAD C 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DeadZombieman_Noheadfront\")\n\t\tStop\n\n\t Death.Stomp:\n\t    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail8\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_XScream\n\t\tTNT1 A 1 A_NoBlocking\n\t\tStop\n\n\tCrush:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItem(\"BodyRemovalThing\")\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\t}\n}\n\nACTOR BrutalizedZombieMan1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 20\n\tbloodtype \"DeadBlood\"\n\tdamagefactor \"Head\", 0.0 damagefactor \"Leg\", 0.0\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+FRIENDLY//\n\t+GHOST\n\t\t-SOLID\n\t+THRUGHOST\n\tScale 1.0\n\tMass 500\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n    ZZD1 A 30\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieManStop\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(4)\n\t    ZZD1 B 4\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieMan2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_CustomMissile (\"ZombieXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n        Stop\n}}\n\nactor BrutalizedZombieManStop: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nZZD2 ABCD 5 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nZZD3 D 0\nTNT1 A 0 A_SpawnItem(\"DeadZombieMan_NoArmFront\")\n       Stop    }}\n\nACTOR BrutalizedZombieMan2: BrutalizedZombieMan1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    ZZD1 B 30\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieManStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\t    ZZD1 C 4\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieMan3\")\n\t\tStop\n}}\n\nactor BrutalizedZombieManStop2: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nZZD4 AB 6 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nTNT1 A 0 A_SpawnItem(\"DeadZombieman_NoHeadNoArm\")\n       Stop    }}\n\nACTOR BrutalizedZombieMan3: BrutalizedZombieMan1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    ZZD1 C 30\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedZombieManStop3\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t    //TNT1 AAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 35, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2b\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Brutal_LiquidBlood\", 44, 0, random (0, 360), 2, random (0, 50))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tZZD1 EFG 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadZombiemanJustLegsAreLeft2\")\n\t\tStop\n}}\n\nactor BrutalizedZombieManStop3: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nZZD5 J 6 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nTNT1 A 0 A_SpawnItem(\"DeadZombieman_NoHeadNoArm\")\n       Stop    }}\n\nactor ZombieLegOnFoot: CurbstompedMarine\n{\nScale 1.0\n-SHOOTABLE\n-SOLID\n    States\n    {\n    Spawn:\nTNT1 A 0 A_PlaySound(\"misc/xdeath2\")\nLEG1 IJK 8\nTNT1 A 0 A_SpawnItem(\"Gib_ZombieLeg1\")\n       Stop    }}\n\nACTOR BrutalizedZombieManLeg: BrutalizedZombieMan1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    POS7 A 5\n\tGoto DieNow\n\n    DieNow:\n\tPOS7 BCD 5\n\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        //TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    ID13 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedZombiemanLeg\")\n\t\tStop\n}}\n\nACTOR DyingSergeant\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\tPainSound \"grunt/pain\"\n\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n    damagefactor \"Avoid\", 0.0\n\tdamagefactor \"Leg\", 0.0\n    damagefactor \"Kick\", 6.0\n\tMass 500\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\tMONSTER\n\t+FRIENDLY//\n\t-COUNTKILL\n\t+GHOST\n\t+THRUGHOST\n\t-SOLID\n\tStates\n\t{\n\n\tDeath.fire:\n\tDeath.Flames:\n\t\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\t\tStop\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\t\tSPO5 AAAAA 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, 90, 2, random (0, 45))\n\t\tTNT1 A 0 A_Jump(16, \"Death\")\n\t\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        SPO5 BBBBB 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, 90, 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        SPO5 CCCCC 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, 90, 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_Jump(12, \"LastStand\")\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 4, \"GotoDeath\")\n\t\tLoop\n\tGotoDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Minigun:\n\tDeath:\n\t    SPO5 D 8\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunGuy_NoArm\")\n\t\tStop\n\n    Death.Head:\n\t\tTNT1 A 0\n\t    TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.Decaptate\")\n\t\tTNT1 A 0 A_SpawnItem(\"ShotgunguyHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tSZD4 AAAAA 2 A_CustomMissile (\"Brutal_LiquidBlood\", 25, 0, random (0, 360), 2, random (30, 110))\n\t\tSZD4 BBBBBBBBBBBBBBBBBBBBBBBBB 1 A_CustomMissile (\"Brutal_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 110))\n        TNT1 A 0 A_SpawnItem(\"DeadShotgunguySZD4B\")\n\t\tStop\n\n\tDeath.Decaptate:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"SmallSuperGore\", 32, 0, random (0, 360), 2, random (10, 170))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSergeantHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n        SZD4 AAAAA 2 A_CustomMissile (\"Brutal_LiquidBlood\", 25, 0, random (0, 360), 2, random (30, 110))\n\t\tSZD4 BBBBBBBBBBBBBBBBBBBBBBBBB 1 A_CustomMissile (\"Brutal_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 110))\n        TNT1 A 0 A_SpawnItem(\"DeadShotgunguySZD4B\")\n\t\tStop\n\n\tDeath.Plasma: Death.Plasma2:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\n    Xdeath:\n    Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.Shotgun:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 30, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMist\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSergeantHeadOnXDeath\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_SpawnItem (\"Brutal_Blood\", 0 , 40)\n\t\tTNT1 A 0 A_SpawnItem(\"RipGuts\", 0, 40)\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        SZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadShotgunguySZD1H\")\n        Stop\n\n\tLastStand:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CHangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"SergeantLastStand2\")\n\t\tStop\n\n\t}\n}\n\nACTOR DeadShotgunguyNoHeadContinue: DyingSergeant\n{\n\tRadius 16\n\tHeight 28\n\tPainChance 0\n\tdamagefactor \"Head\", 0.0\n\n\tStates\n\t{\n\t\tSpawn:\n\t\tSPDH BBBBBBBBBBBBBBBBBBCCCCC 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 30, 0, random (0, 360), 2, random (60, 120))\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tSPDH DDDDEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 10, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n        TNT1 A 0 A_SpawnItem(\"DeadShotgunguySPDHE\")\n\t\tStop\n\n\tDeath.Plasma: Death.Plasma2:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\n    Xdeath:\n    Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.Cut:\n\tDeath.Shotgun:\n\tDeath.Minigun:\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 30, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMist\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_SpawnItem (\"Brutal_Blood\", 0 , 40)\n\t\tTNT1 A 0 A_SpawnItem(\"RipGuts\", 0, 40)\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        SZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadShotgunguySZD1H\")\n        Stop\n\n\t}\n}\n\nACTOR DyingSergeantNoLeg\n{\n    Radius 12\n    Height 16\n    Speed 9\n\tHealth 50\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\t+SHOOTABLE\n\t+DONTSPLASH\n    +FLOORCLIP\n\t//+NOBLOCKMAP\n    +LOOKALLAROUND\n\t+FRIGHTENED\n\t+FRIENDLY//\n\t+GHOST\n\t+THRUGHOST\n\t\t-SOLID\n\tdamagefactor \"Kick\", 6.0\n\tdamagefactor \"trample\", 2.0\n\tPainChance \"Kick\", 255\n\tdamagefactor \"Leg\", 0.0\n\tdamagefactor \"Death.KickDowned\", 100.0\n    States\n    {\n\n\tPain.Kick:\n\tTNT1 A 0 A_CustomMissile (\"Teeth\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"TeethNoBounce\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem(\"CrueltyBonus1health\")\n\tTNT1 A 0 A_Pain\n\tTNT1 A 0 A_FaceTarget\n\tSMAK ABA 6\n\tSMAM A 15\n\tGoto See\n\n\t\t\tDeath.Kick:\n\t\t\tDeath.Extremepunches:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GoSpecial\", 1)\n        TNT1 A 0 A_GiveToTarget(\"IsCurbstompingSergeant\", 1)\n        Stop\n\n    Spawn:\n\tSMAM A 1 A_Look\n\tLoop\n    See:\n\t\tSMAM ABAB 10 A_Wander\n        SMAM A 9 A_Pain\n\t\tTNT1 A 0 A_SpawnItemEx(\"Brutal_FlyingBlood\", 0, 0, 10, 0, 0)\n\t    TNT1 A 0 A_Jump(12, \"LastStand\")\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 4, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\tGoto Death\n\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DeadShotgunGuy_NoLeg\")\n\t\tStop\n\n\tCrush:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItem(\"BodyRemovalThing\")\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\n\tDeath.Plasma: Death.Plasma2:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\n\tDeath.Fire:\n\tDeath.Flames:\n\tDeath.Burn:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0 A_SpawnItem (\"DyingSergeantNoLegInFlames\")\n\tStop\n\n\tDeath.Trample:\n\t    TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"StompedSergeant\")\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tStop\n\n\tLastStand:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CHangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"SergeantLastStand1\")\n\t\tStop\n\n\t}\n}\n\nACTOR DyingSergeantLegBlewedOff: DyingSergeantNoLeg\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n    damagefactor \"Avoid\", 0.0\n    damagefactor \"Kick\", 6.0\n\t\tMass 500\n\t-SOLID\n\t+SHOOTABLE\n\t+GHOST\n\t+THRUGHOST\n\tStates\n\t{\n\n\tSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tSPO3 CCCCC 2 A_CustomMissile (\"Brutal_LiquidBlood\", 30, 0, random(0, 180), 2, random (0, 35))\n\tTNT1 A 0 A_Jump(16, \"Death\")\n\tGoto Suffer\n\n\tSuffer:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        SPO3 DDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random(0, 180), 2, random (0, 35))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        SPO3 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random(0, 180), 2, random (0, 35))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tTNT1 A 0 A_Jump(12, \"LastStand\")\n\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 4, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Minigun:\n\tDeath:\n\t    SPO3 GH 6\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunGuy_NoLeg\")\n\t\tStop\n\n    Death.Head:\n    Death.Decaptate:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n        TNT1 A 0 A_SpawnItem(\"ShotgunguyHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n        SPO3 IJ 6\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n\nDeath.Shotgun:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 MN 15\n         TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\t Stop\n\n Death.Plasma: Death.Plasma2:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\n   Xdeath:\n   Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n        //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        SZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadShotgunguySZD1H\")\n        Stop\n\n\t}\n}\n\nACTOR BrutalizedSergeant1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 20\n\tdamagefactor \"Head\", 0.0 damagefactor \"Leg\", 0.0\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+GHOST\n\t+THRUGHOST\n\tScale 1.0\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n    SZD1 A 30\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t    SZD1 B 4\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeant2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n        Stop\n\n\tDeath.Plasma: Death.Plasma2:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n}}\n\nactor BrutalizedSergeantStop: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nSZD2 ABCD 5 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nTNT1 A 0 A_SpawnItem(\"DeadShotgunGuy_NoArm\")\n       Stop    }}\n\nACTOR BrutalizedSergeant2: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    SZD1 B 30\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tSZD1 C 12\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeant3\")\n\t\tStop\n}}\n\nactor BrutalizedSergeantStop2: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nSZD4 AB 6 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nTNT1 A 0 A_SpawnItem(\"DeadShotgunguySZD4B\")\n       Stop    }}\n\nACTOR BrutalizedSergeant3: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    SZD1 C 25\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedSergeantStop3\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t    TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2b\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Brutal_LiquidBlood\", 44, 0, random (0, 360), 2, random (0, 50))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tSZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadShotgunguySZD1H\")\n\t\tTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n\t\tStop\n}}\n\nactor BrutalizedSergeantStop3: CurbstompedMarine\n{\n    States\n    {\n    Spawn:\nSZD3 ABC 6 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nTNT1 A 0 A_SpawnItem(\"DeadShotgunguySZD3C\")\nTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n       Stop    }}\n\nACTOR StompedSergeant: CurbstompedMarine\n{Health 200 States{Spawn:\n        02CB F -1\n        Stop\tDeath:\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\", 0, 10)\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfShotgunguyNoArmNoHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"Instestin\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathSargeLeg2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"GibSargeBoot\", 32, 0, random (0, 360), 2, random (0, 160))\n          Stop}}\n\n\tACTOR VeryFuckedUpBrutalizedSergeantLeg: CurbstompedMarine\n{Health 200 States{Spawn:\n        ID14 G -1\n        Stop\tDeath:\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath2b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"XDeath3b\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOrgan1\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_SpawnItem(\"MeatDeathSmall\", 0, 10)\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOrgan2\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfShotgunguyNoArmNoHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"Instestin\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathSargeLeg2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop}}\n\nACTOR BrutalizedSergeantLeg: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    SPO3 A 15\n\tGoto DieNow\n\n    DieNow:\n\tSPO3 BCD 5\n\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(4)\n\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        //TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    ID14 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"VeryFuckedUpBrutalizedSergeantLeg\")\n\t\tStop\n}}\n\nACTOR DyingZombiemanNoArm: DyingSergeant\n{\n+FLOORCLIP\n+DONTSPLASH\n\tStates\n\t{\n\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 A 1\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tZZD2 AA 2 A_CustomMissile (\"Brutal_LiquidBlood\", 40, 0, 90, 2, random (0, 45))\n\tZZD2 A 1\n\tGoto Suffer\n\tSuffer:\n\t    TNT1 A 0\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tTNT1 A 0 A_FaceTarget\n\n\t\tZZD2 AAAAAAAA 2 A_CustomMissile (\"Brutal_LiquidBlood\", 30, 0, 90, 2, random (0, 45))\n\n\t\tZZD2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, 90, 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 BBBBB 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t\tTNT1 A 0 A_Jump(128, \"Death\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 BBBBB 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 BBBBB 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 BBBBB 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n        TNT1 A 0 A_Jump(32, \"LastStand\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 BBBBB 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD2 BBBBB 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, 90, 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t\tTNT1 A 0 A_Jump(32, \"LastStand\")\n\n\t\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Minigun:\n\tDeath:\n\t    TNT1 A 0 A_FaceTarget\n\t    ZZD2 CCCC 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 15, 0, 90, 2, random (0, 45))\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tZZD3 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 1, 0, 90, 2, random (10, 45))\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoArmFront\")\n\t\tStop\n\n    Death.Head:\n        TNT1 A 0\n\t    TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.Decaptate\")\n\t\tTNT1 A 0 A_SpawnItem(\"ZombiemanHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_XScream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        ZZD3 GGGG 2 A_CustomMissile (\"Brutal_LiquidBlood\", 35, 0, random (0, 360), 2, random (0, 90))\n\t\tZZD3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_CustomMissile (\"Brutal_LiquidBlood\", 10, 0, random (0, 360), 2, random (0, 90))\n        TNT1 A 0 A_SpawnItem(\"DeadZombieman_NoHeadNoArm\")\nStop\n\n    Death.Decaptate:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombiemanHead\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        ZZD3 GGGG 2 A_CustomMissile (\"Brutal_LiquidBlood\", 35, 0, random (0, 360), 2, random (0, 90))\n\t\tZZD3 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_CustomMissile (\"Brutal_LiquidBlood\", 10, 0, random (0, 360), 2, random (0, 90))\n        TNT1 A 0 A_SpawnItem(\"DeadZombieman_NoHeadNoArm\")\nStop\n\nDeath.Plasma: Death.Plasma2:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n        TNT1 A 0\n        Stop\n\nDeath.Kick:\nDeath.Extremepunches:\nDeath.Melee:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 EF 15\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoArm\")\n\t\t Stop\n\n   Xdeath:\n   Death.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.Shotgun:\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_PlaySound (\"misc/xdeath4\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 30, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath3\", 42, 0, random (170, 190), 2, random (10, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 42, 0, random (170, 190), 2, random (10, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 42, 0, random (170, 190), 2, random (10, 60))\n        TNT1 A 0 A_CustomMissile (\"ZombieXDeath\", 2, 0, random (0, 360), 2, random (0, 160))\n        Stop\n\nLastStand:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CHangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"ZombiemanLastStand2\")\n\t\tStop\n\t}\n}\n\nACTOR ZombieManDyingAfterFatality: DyingZombiemanNoArm\n{\n//-IS//MONSTER\n-CANPASS\n-SOLID\n\tStates\n\t{\n\nDeath.cut:\n\tDeath.saw:\n        TNT1 A 0\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n  \t    TNT1 O 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"RipZombieMan\", 0, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 AAAA 0 A_CustomMissile (\"Brutal_LiquidBlood\", 30, 0, random (0, 360), 2, random (0, 40))\n\t\tPOSX AABCDE 9 A_CustomMissile (\"Brutal_LiquidBlood\", 30, 0, random (0, 360), 2, random (0, 40))\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman_Half\")\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tPOSX EEEEEEEEEEEEEEEEEEEEEE 1 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_SpawnItem(\"DeadZombiemanJustLegsAreLeft\")\n\t\tStop\n\n\t    Death.fire:\n\tDeath.Flames:\n\tTNT1 AA 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"BurningZombie\")\n      Stop\n\n\tSpawn:\n    ZZD5 E 1\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\t\t    TNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tGoto Suffer\n\tSuffer:\n\t    TNT1 A 0\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        ZZD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tGoto Death\n\n\tDeath.Head:\n\tDeath.Minorhead:\n\tTNT1 A 0\n\t    TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.Decaptate\")\n\tTNT1 A 0 A_SpawnItem(\"ZombiemanHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_XScream\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        ZZD5 HHHHIIII 2 A_CustomMissile (\"Brutal_LiquidBlood\", 30, 0, random (0, 360), 2, random (0, 90))\n        PP2X H 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\")\nStop\n\nDeath.Decaptate:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombiemanHead\", 35, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        ZZD5 HHH 2 A_CustomMissile (\"Brutal_LiquidBlood\", 35, 0, random (0, 360), 2, random (0, 90))\n\t\tPP2X H 0 A_SpawnItem (\"DeadZombieman_NoHeadFront\")\nStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Extremepunches:\nDeath.Melee:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 EF 15\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman1\")\n\t\t Stop\n\n\t\t Death.Fatality:\n\t\tGoto XDeath\n\n\t}\n}\n\nACTOR ZombiemanGotHisLegBlowed: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n    POS7 AAAAABBCC 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random (0, 360), 2, random (0, 45))\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tTNT1 A 0 A_Jump(16, \"GotoDeath\")\n\n\tGoto Suffer\n\tSuffer:\n\t    TNT1 A 0\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        POS7 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t    POS7 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t\tTNT1 A 0 A_Jump(12, \"LastStand\")\n\t\tTNT1 A 0 A_Jump(24, \"LeaveCrawling\")\n\n\t    TNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 4, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Minigun:\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\n\t    TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\n\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\tTNT1 A 0 A_SpawnItem (\"DyingZombieMan\")\n\tStop\n\n\tLastStand:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CHangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"ZombiemanLastStand1\")\n\t\tStop\n\n    Death.Head:\n        TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ZombiemanHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tPOS7 GHI 6\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\", 1)\n\t\tStop\n\n\t Death.Decaptate:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPiece\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tPOS7 GHI 6\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\", 1)\n\t\tStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Extremepunches:\nDeath.Melee:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         ID11 KL 15\n         TNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\t\t Stop\n\n\t}\n}\n\n\tACTOR SergeantFatalizedByBaron: TeleportFog\n{\nRenderstyle Translucent\nAlpha 1.0\n\tStates\n\t{\n\tSpawn:\n\tSP2X BCD 8\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n    TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_Half\", 1)\n\tStop\n}\n}\n\nACTOR SergeantGotHisLegBlowed: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n    SPO3 D 1\n\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tTNT1 A 0 A_Jump(160, \"GotoDeath\")\n\tGoto Suffer\n\tSuffer:\n\t    TNT1 A 0\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        SPO3 DDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t    SPO3 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\n\t\tTNT1 A 0 A_Jump(32, \"LeaveCrawling\")\n\t\tTNT1 A 0 A_Jump(16, \"LastStand\")\n\n\t    TNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 12, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\n\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Minigun:\n\tDeath:\n\t    TNT1 A 0\n\t\tSPO3 GH 5\n\t    TNT1 A 0 A_PlaySound (\"grunt/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\tStop\n\n\tLEaveCrawling:\n\tTNT1 A 0 A_PlaySound (\"grunt/death\")\n\tTNT1 A 0 A_SpawnItem (\"DyingSergeantNoLeg\")\n\tStop\n\n    Death.Head:\n        TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ShotgunguyHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_Scream\n        TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tSPO3 IJ 5\n\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n    Death.Decaptate:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSergeantHead\", 32, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_Scream\n        TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tSPO3 IJ 5\n\n        TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\", 1)\nStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.Extremepunches:\nDeath.Melee:\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n        ID11 GH 10\n         TNT1 A 0 A_SpawnItem (\"DeadShotgunguy_NoLeg\")\n\t\t Stop\n\n\tLastStand:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CHangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_SpawnItem (\"SergeantLastStand1\")\n\t\tStop\n\n     XDeath:\n\t\tTNT1 A 0 A_XScream\n  \t    TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 42, 0, random (170, 190), 2, random (10, 60))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath3\", 42, 0, random (170, 190), 2, random (10, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 42, 0, random (170, 190), 2, random (10, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 42, 0, random (170, 190), 2, random (10, 60))\n        TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n        Stop\n\t}\n}\n\nACTOR FlyingImpaledSergeant\n{\n    Radius 8\n    Height 8\n    Speed 10\n    Scale 1.2\n\tMass 1\n    +NOBLOCKMAP\n\t+MISSILE\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +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 (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tID11 GG 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n        Goto Fall\n\tFall:\n\t    ID11 H 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n    Death:\n        TNT1 A 0 A_SpawnItem(\"GrowingBloodPool\",0,0,0,1)\n        TNT1 A 0 A_SpawnItem(\"DeadShotgunguy\")\n\t\tTNT1 A 1\n        Stop\n        TNT1 A 1\n     Splash:\n        TNT1 A 0\n        Stop\n    }\n}\n\nACTOR DyingImp\n{\n\tGame Doom\n\tRadius 16\n\tHeight 28\n\tHealth 50\n\t\tPainSound \"imp/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t+SHOOTABLE\n\t-SOLID\n\t+THRUACTORS\n\n\t+FLOORCLIP\n\tdamagefactor \"Crush\", 50.0\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 38,0)\n    IMPC BC 6\n\t//TNT1 A 0 A_Jump(160, \"Death\")\n\tGoto Suffer\n\tSuffer:\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TRO2 DDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TRO2 D 2\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TRO2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TRO2 E 2 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TRO2 DDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TRO2 D 2\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TRO2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TRO2 E 2 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TRO2 DDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TRO2 D 2\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TRO2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TRO2 E 2 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TRO2 DDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TRO2 D 2\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TRO2 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        TRO2 E 2 A_Pain\n\t\tGoto Death\n\tDeath:\n\t    TRO2 FG 8 A_Noblocking\n\t\tTNT1 A 1 A_SpawnItem (\"DeadImp_NoStomach\", 5)\n\t\tStop\n\n    Death.Head:\n    Death.Decaptate:\n    Death.MINORHead:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_NoBlocking\n        IMPC J 2\n\t\tTNT1 A 0 A_SpawnItem(\"DyingImpNoHeadContinue\")\nStop\n\n    Death.Plasma: Death.Plasma2:\n        TNT1 A 0\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 AAAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedImpArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedImpLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n        TNT1 A 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tXBRN DEF 4 BRIGHT\n        TNT1 A 0\n        Stop\n\n\tDeath.Fire:\n        TNT1 A 0\n\t\tTNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTROO JJJJ 2 A_CustomMissile (\"FlameTrails\", 45, 0, random (0, 360), 2, random (50, 130))\n\t\tTROO KKKK 2 A_CustomMissile (\"FlameTrails\", 30, 0, random (0, 360), 2, random (50, 130))\n\t\tTROO LLLL 2 A_CustomMissile (\"FlameTrails\", 25, 0, random (0, 360), 2, random (50, 130))\n        TNT1 A 0 A_Playsound(\"props/redfire\")\n\t\tBOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 2 A_CustomMissile (\"FlameTrails\", 15, 0, random (0, 360), 2, random (50, 130))\n        BOSB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 10 A_CustomMissile (\"SmallSmoke\", 15, 0, random (0, 360), 2, random (70, 110))\n        BOSB E -1\n        Stop\n\n\tDeath.cut:\n\tDeath.Minigun:\n\t\tTNT1 O 0 A_Jump(230, 2)\n\t\tGoto Death\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 O 0 A_NoBlocking\n        TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTROG A 2 A_CustomMissile (\"RipImp\", 0, 0, random (0, 360), 2, random (0, 160))\n        TROG AAA 4 A_SpawnItem (\"Big_Blood\", 0, 30)\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t    TROG BCDEFGH 8\n         TNT1 A 1 A_SpawnItem (\"DeadImp_Half\", 5)\n\t\t//TROG H -1\n\t\tStop\n\n\tDeath.SSG:\n        //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathImpArm\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpHead\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 22, 0, random (170, 190), 2, random (0, 15))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tIZD1 EFGH 6\n\t\tIZD1 H -1\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n        Stop\n\n\tDeath.Shotgun:\n\tDeath.Blast:\n\tDeath.Railgun:\n\t    TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpHead\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Xdeath3\", 16, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTRO3 A 6 A_Stop\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"DyingImpNoHeadNoArmContinue\")\n\t    Stop\n\t}\n}\n\nACTOR DyingImpNoHeadContinue: DyingImp\n{\nDamagefactor \"Head\", 0.0\n\tStates\n\t{\n    Spawn:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_XScream\n        IMPC JJJJJJJJJJJJJJJJJJJ 2 A_CustomMissile (\"Brutal_LiquidBlood\", 32, 0, random (0, 360), 2, random (0, 45))\n\t\tIMPC KKKK 2 A_CustomMissile (\"Brutal_LiquidBlood\", 16, 0, random (0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tIMPC LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 2 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem(\"DeadImp_NoStomachNoHead\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tStop\n\n\tDeath.cut:\n\t\tTNT1 O 0 A_Jump(230, 2)\n\t\tGoto Death\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 O 0 A_NoBlocking\n        TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTROG A 2 A_CustomMissile (\"RipImp\", 0, 0, random (0, 360), 2, random (0, 160))\n        TROG AAA 4 A_SpawnItem (\"Big_Blood\", 0, 30)\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t    TROG BCDEFGH 8\n         TNT1 A 1 A_SpawnItem (\"DeadImp_Half\", 5)\n\t\t//TROG H -1\n\t\tStop\n\n\tDeath.SSG:\n\tDeath.Shotgun:\n\tDeath.Blast:\n\tDeath.Railgun:\n        //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeathImpArm\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 22, 0, random (170, 190), 2, random (0, 15))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tIZD1 E 1\n\t\tIZD1 FGH 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadImpIZD1H\")\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n        Stop\n\n\tDeath:\n\tDeath.Minigun:\n\tDeath.Shotgun:\n\t    TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Xdeath3\", 16, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTRO3 A 6 A_Stop\n\n\t\tTRO3 B 1 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DyingImpNoHeadNoArmContinue\")\n\t\tStop\n\t\tTRO3 BBBBBBBBBB 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 26, 0, random (0, 360), 2, random (30, 60))\n\t\tTRO3 CCC 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 26, 0, random (0, 360), 2, random (10, 40))\n\t\tTRO3 DD 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 6, 0, random (0, 360), 2, random (30, 60))\n\t\tTNT1 A 0 A_SpawnItem(\"DeadImpTRO3E\")\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t    Stop\n\t}\n}\n\nACTOR DyingImpNoHeadClean: DyingImp\n{\nDamageFactor \"Head\", 0.0\n\tStates\n\t{\n    Spawn:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_XScream\n        TROH CCCCCCCC 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 30, 0, random (0, 360), 2, random (60, 120))\n\t\tTROH DDD 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTROH EEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 15, 0, random (0, 360), 2, random (15, 40))\n        TNT1 A 0 A_SpawnItem(\"DeadImp_NoHead\")\n\t\tStop\n\tDeath.Minigun:\n\t\tTNT1 A 0\n\t\tGOto Death.Shotgun\n\t}\n}\n\nACTOR DyingImpHalfFace: DyingImp\n{\n\tStates\n\t{\n    Spawn:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 48,0)\n\t\tT6SW AAAA 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 50, 0, random (0, 360), 2, random (60, 120))\n\t\tT6SW BBBB 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 40, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 28,0)\n        T6SW CCCC 2 A_CustomMissile (\"Brutal_LiquidBlood\", 30, 0, random (0, 360), 2, random (60, 120))\n\t\tT6SW DDDDDD 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, random (0, 360), 2, random (60, 120))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 28,0)\n\t\tT6SW EEE 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tT6SW DDD 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, random (0, 360), 2, random (60, 120))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 28,0)\n\t\tT6SW EEE 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tT6SW DDD 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, random (0, 360), 2, random (60, 120))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 28,0)\n\t\tT6SW EEE 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tT6SW DDD 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, random (0, 360), 2, random (60, 120))\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tT6SW FF 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, random (0, 360), 2, random (60, 120))\n\t\tT6SW GGGG 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 10, 0, random (0, 360), 2, random (15, 40))\n        TNT1 A 0 A_SpawnItem(\"DeadImpNoFace\")\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tStop\n\tDeath.Minigun:\n\t\tTNT1 A 0\n\t\tGOto Death.Shotgun\n\t}\n}\n\nACTOR DyingImpNoHeadLikeChicken: DyingImp\n{\n\tStates\n\t{\n    Spawn:\n\t   TNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tTROH FFFGGGHHHIII 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 30, 0, random (0, 360), 2, random (10, 90))\n\n\t\t        TNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tTROH FFFGGGHHHIII 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 30, 0, random (0, 360), 2, random (10, 90))\n\n\t\t        TNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tTROH FFFGGGHHHIII 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 30, 0, random (0, 360), 2, random (10, 90))\n\n\t\t        TNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tTROH FFFGGGHHHIII 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 30, 0, random (0, 360), 2, random (10, 90))\n\n\t\t\t\t        TNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tTROH FFFGGGHHHIII 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 30, 0, random (0, 360), 2, random (10, 90))\n\n\t\t\t\t        TNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tTROH FFFGGGHHHIII 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 30, 0, random (0, 360), 2, random (10, 90))\n\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTROH CCCCCCCC 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 30, 0, random (0, 360), 2, random (60, 120))\n\t\tTROH DDD 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 20, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTROH EEEEEEEEEEEEEEEEEEEEEEEEEEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 15, 0, random (0, 360), 2, random (15, 40))\n        TNT1 A 0 A_SpawnItem(\"DeadImp_NoHead\")\n\t\tStop\n\n\t\tDeath:\n\t\tDeath.Minigun:\n\t\tDeath.Shotgun:\n\t\tTROH A 1\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem(\"RipGuts\", 0, 20)\n\t\tTNT1 A 0 A_SpawnItem(\"DyingImpNoHeadContinue\")\nStop\n\t}\n}\n\nACTOR DyingImpNoHeadNoArmContinue: DyingImp\n{\n\tStates\n\t{\n    Spawn:\n\t    TRO3 BBBBBBBBBB 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 26, 0, random (0, 360), 2, random (30, 60))\n\t\tTRO3 CCC 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 26, 0, random (0, 360), 2, random (10, 40))\n\t\tTRO3 DD 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 6, 0, random (0, 360), 2, random (30, 60))\n\t\tTNT1 A 0 A_SpawnItem(\"DeadImpTRO3E\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\tStop\n\n\tDeath.cut:\n\tDeath.SSG:\n\tDeath.Shotgun:\n\tDeath.Blast:\n\tDeath.Railgun:\n\tDeath.Minigun:\n\tDeath:\n\t\tDeath.Fatality:\n\t\tDeath.SuperPunch:\n\t\tDeath.ExtremePunches:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n        //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 22, 0, random (170, 190), 2, random (0, 15))\n        TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tIZD1 E 1\n\t\tIZD1 FGH 6\n\t\tTNT1 A 0 A_SpawnItem(\"DeadImpIZD1H\")\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n        Stop\n\t}\n}\n\nACTOR BrutalizedImp1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 20\n\tdamagefactor \"Head\", 0.0 damagefactor \"Leg\", 0.0\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\tScale 1.0\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n    IZD1 A 30\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedImpStop\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains6\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t    IZD1 B 4\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedImp2\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_CustomMissile (\"ImpXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n        Stop\n}}\n\nactor BrutalizedImpStop: CurbstompedMarine\n{\n    damagefactor \"Blood\", 0.0\n    damagefactor \"Trample\", 0.0\n    damagefactor \"Melee\", 10.0\n    damagefactor \"Fatality\", 10.0\n\tdamagefactor \"Kick\", 10.0\n    States\n    {\n    Spawn:\nIZD2 ABC 5 A_SpawnItem(\"Brutal_FlyingBlood\",0,5,0,1)\nTNT1 A 0 A_SpawnItem(\"DeadImpIZD3D\")\n       Stop\n\n\tDeath.Fatality:\n    Death.Melee:\n\tDeath.Kick:\n\tDeath.Extremepunches:\n         TNT1 A 0\n         TNT1 A 0\n        TNT1 A 0 ThrustThingZ(0,30,0,1)\n         //IZD2 B 7\n         TNT1 A 1 A_SpawnItem (\"BrutalizedImpStop\", 5)\n\t\t Stop\n\n\t   }}\n\nACTOR BrutalizedImp2: BrutalizedSergeant1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    IZD1 B 30\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedImpStop2\")\n\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\tTNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 35, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0\n\t\tIZD1 C 4\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedImp3\")\n\t\tStop\n\n}}\n\nactor BrutalizedImpStop2: BrutalizedImpStop\n{\n    States\n    {\n    Spawn:\nIZD4 AB 6\nTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\nTNT1 A 0 A_SpawnItem(\"DeadImpIZD3D\")\n       Stop\n\n\tDeath.Fatality:\n    Death.Melee:\n\tDeath.Kick:\n\tDeath.Extremepunches:\n         TNT1 A 0\n         TNT1 A 0\n        TNT1 A 0 ThrustThingZ(0,30,0,1)\n         IZD4 A 7\n         TNT1 A 1 A_SpawnItem (\"BrutalizedImpStop2\", 5)\n\t\t Stop\n\t   }}\n\nACTOR BrutalizedImp3: BrutalizedImp1\n{\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    IZD1 C 25\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedImpStop3\")\n\tStop\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t    TNT1 AA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"XDeath3b\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2b\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Brutal_LiquidBlood\", 44, 0, random (0, 360), 2, random (0, 50))\n\t\tIZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadImpIZD1H\")\n\t\tStop\n}}\n\nactor BrutalizedImpStop3: BrutalizedImpStop\n{\n    States\n    {\n    Spawn:\nIZD3 AB 6\nTNT1 A 0 A_SpawnItem(\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadImpIZD1H\")\n       Stop\n\n\t Death.Fatality:\n    Death.Melee:\n\tDeath.Kick:\n\tDeath.Extremepunches:\n         TNT1 A 0\n         TNT1 A 0\n        TNT1 A 0 ThrustThingZ(0,15,0,1)\n        TNT1 A 0 A_FaceTarget\n         IZD3 B 7\n         TNT1 A 1 A_SpawnItem (\"BrutalizedImpStop3\", 5)\n\t\t Stop}}\n\nACTOR ThisImpGotFuckedHard: DeadImpID17G\n{Health 200\n}\n\nACTOR ImpBrutalizedWithNoLeg\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 20\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\tScale 1.0\n\tStates\n\t{\n\n\tSpawn:\n\tTR09 A 30\n\tGoto DieNow\n\n    DieNow:\n\tTR09 BC 8\n        TR09 DE 8\n\tTNT1 A 0 A_SpawnItem (\"DeadImp_NoLeg\")\n\tStop\n\n\tDeath:\nTNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains6\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n        TNT1 AAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathImpLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t    ID17 ABCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Armor\")\n\t\tTNT1 A 0 A_SpawnItem (\"ThisImpGotFuckedHard\")\n\t\tStop\n}}\n\nACTOR DyingImpNoArm\n{\n\tGame Doom\n\tRadius 16\n\tHeight 32\n\tHealth 50\n\t\tPainSound \"imp/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t//MONSTER\n\t+GHOST\n\t+THRUGHOST\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n    TR08 B 1\n\t//TNT1 A 0 A_Jump(128, \"Death\")\n\tGoto Suffer\n\tSuffer:\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 BB 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 B 5\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 CC 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 C 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 BB 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 B 5\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 CC 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 C 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 BB 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 B 5\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 CC 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 C 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 BB 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 B 5\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 CC 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 C 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 BB 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 B 5\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 CC 4 A_CustomMissile (\"Brutal_LiquidBlood\", 26, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR08 C 5 A_Pain\n\n\t\tGoto Death\n\tDeath:\n\t    TR08 D 8\n\t\tTNT1 A 0 A_SpawnItem (\"DeadImp_NoArm\", 5)\n\t\tStop\n\n    Death.Head:\n    Death.Decaptate:\n    Death.MINORHead:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        TR08 F 8\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        TNT1 A 0 A_SpawnItem (\"DeadImp_NoArmNoHead\", 1)\nStop\n\n       XDeath:\n\t   Death.Explosives:\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 42, 0, random (170, 190), 2, random (10, 60))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath3\", 42, 0, random (170, 190), 2, random (10, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 42, 0, random (170, 190), 2, random (10, 60))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 42, 0, random (170, 190), 2, random (10, 60))\n  \t    TNT1 A 1 A_CustomMissile (\"ImpXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n\tDeath.SSG:\n\tDeath.Shotgun:\n\tDeath.Blast:\n\tDeath.Railgun:\n\t    TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpHead\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 32, 0, random (150, 210), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Xdeath3\", 16, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTROG A 6 A_Stop\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTROG BBBBBBBBBB 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 26, 0, random (0, 360), 2, random (30, 60))\n\t\tTROG CCC 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 26, 0, random (0, 360), 2, random (10, 40))\n\t\tTROG DD 3 A_CustomMissile (\"Brutal_LiquidBlood2\", 6, 0, random (0, 360), 2, random (30, 60))\n\t\tTNT1 A 0 A_SpawnItem(\"DeadImp_Half\")\n\t    Stop\n}\n}\n\nACTOR DyingImpNoLeg\n{\n\tGame Doom\n\tRadius 16\n\tHeight 32\n\tHealth 50\n\t\tPainSound \"imp/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n    IMPC E 1\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(32, \"Colapse\")\n\tGoto Suffer\n\tSuffer:\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR09 DD 4 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR09 D 5 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR09 FF 4 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR09 F 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR09 DD 4 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR09 D 5 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR09 FF 4 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR09 F 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR09 DD 4 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR09 D 5 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR09 FF 4 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR09 F 5 A_Pain\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR09 DD 4 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR09 D 5 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR09 FF 4 A_CustomMissile (\"Brutal_LiquidBlood\", 12, 0, random (0, 360), 2, random (0, 45))\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 32,0)\n        TR09 F 5 A_Pain\n\n\t\tGoto Colapse\n\tDeath:\n\t    TNT1 A 0 A_PlaySound(\"imp/death\")\n\t    TR09 G 8\n\t\tTNT1 A 0 A_SpawnItem (\"DeadImp_NoLeg\", 5)\n\t\tStop\n\n\tColapse:\n\t    TR09 H 8\n\t\tTNT1 A 0 A_SpawnItem (\"DeadImp_NoLeg\", 5)\n\t\tStop\n\n    Death.Head:\n    Death.Decaptate:\n    Death.MINORHead:\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 30)\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n        TR09 I 8\n        TNT1 A 0 A_SpawnItem (\"DeadImp_Noleg\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\nStop\n}\n}\n\nACTOR ImpDyingOfBloodLoss : Imp\n{\n\tRadius 16\n\tHeight 28\n\tHealth 10\n\t+NOPAIN\n\t-COUNTKILL\n\t+SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t    TROD E 1\n\t\tTNT1 A 0 A_ChangeFLag(\"USESPECIAL\", 1)\n        TROD EFEFEFEFEFEFEFEFEFEFEFEF 10 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n\t\tGoto Colapse\n\tDeath:\n\t    TNT1 A 0\n\t\tGoto DeathNoGuts\n\n\tDeath.Shotgun:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfCloser(150, \"Death.Shotgunontheface\")\n\tGoto DeathNoGuts\n\n\tColapse:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_NoBlocking\n\t    TROD GHIJ 5\n\t\tTNT1 A 0 A_SpawnItem (\"DeadImpBloodLoss\", 5)\n\t\tStop\n}\n}\n\nACTOR PoorPinkyLostHisArm: Demon\n{\n\tHealth 50\n\t+NOPAIN\n\t-COUNTKILL\n\t+SHOOTABLE\n\tScale 1.1\n\tStates\n\t{\n\tPutAFight:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"ArmlessDemon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0\n\t\tStop\n\tSpawn:\n\t    SAAR J 1\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_Jump(32, \"Colapse\")\n\t\tSAAR JJJJ 4 A_CustomMissile (\"Brutal_LiquidBlood\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_Jump(128, \"PutAFight\")\n\t\tSAAR JJJJ 4 A_CustomMissile (\"Brutal_LiquidBlood\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_Pain\n\t\tSAAR JJJJJJJJ 4 A_CustomMissile (\"Brutal_LiquidBlood\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tTNT1 A 0 A_Pain\n\t\tSAAR JJJ 4 A_CustomMissile (\"Brutal_LiquidBlood\", 42, 0, random (0, 360), 2, random (0, 45))\n\t\tGoto Colapse\n\n\tDeath.Shotgun:\n\tDeath.Minigun:\n\tDeath:\n\tDeath.Fatality:\n\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplasher2\")\n\t\t TNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", random (45, 55), random (5, -5), random (160, 200), 2, random (-10, 10))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", random (45, 55), random (5, -5), random (160, 200), 2, random (-10, 10))\n        TNT1 A 0 A_CustomMissile (\"MuchBlood\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"pinkyheadpiece\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\t//TNT1 A 0 A_CustomMissile (\"PinkyJaw\", 52, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 50, 0, random (0, 360), 2, random (30, 90))\n\t\tSAAR GGGGGGG 2 A_CustomMissile (\"Brutal_LiquidBlood\", 40, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tSAAR HHHHHHHHH 2 A_CustomMissile (\"Brutal_LiquidBlood\", 30, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tSAAR IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem(\"DeadDemonSAARI\")\n        Stop\n\n\tColapse:\n\t    TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t    SAAR BCDEF 5\n\t\tTNT1 A 0 A_SpawnItem (\"DeadDemonNoArm\", 5)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tStop\n}\n}\n\nACTOR BrutalizedCommando1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 50\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n    damagefactor \"Avoid\", 0.0\n\tdamagefactor \"Shrapnel\", 0.0\n\tdamagefactor \"KillMe\", 0.0\n\t\tPainSound \"grunt/pain\"\n\t\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\tCPOD JJJJJJJJJJ 10 A_SpawnItem (\"DripingBlood\", 0, 23)\n\tCPOD K 6\n\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedDeadCommando1\")\n\tStop\n\n\tPain:\n    CPOD J 1 A_Pain\n\tGoto Spawn\n\n\tDeath:\n\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 1, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 45, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n    TNT1 A 0 A_PlaySound(\"chainguy/death\")\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedCommando2\")\n\t\tStop\n}}\n\nACTOR BrutalizedCommando2: BrutalizedCommando1\n{\n\tStates\n\t{\n\tSpawn:\n\tCPOD MMM 10 A_SpawnItem (\"DripingBlood\", 0, 23)\n\tCPOD NNNNN 10 A_SpawnItem (\"DripingBlood\", 0, 23)\n\tCPOD O 5\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedDeadChaingunGuy\")\n\n\tStop\n\n\tPain:\n    CPOD M 5 A_Pain\n\tGoto Spawn\n\n\tDeath:\n\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains6\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedCommando3\")\n\n\t\tStop\n}}\n\nACTOR BrutalizedCommando3: BrutalizedCommando1\n{\n\tStates\n\t{\n\tSpawn:\n\tCPOD P 5\n\tCPOD QQQQQQQQQQ 10 A_SpawnItem (\"Blood\", 0, 43)\n\tCPOD R 5\n\tTNT1 A 0 A_SpawnItem (\"SuperBrutalizedDeadChaingunGuy\")\n\tStop\n\n\tPain:\n    CPOD P 5 A_Pain\n\tGoto Spawn\n\n\tDeath:\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 45, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 45, 0, random (0, 360), 2, random (0, 160))\n\tCPOD S 1\n\tTNT1 A 0 A_SpawnItem (\"BrutalizedCommandoLegs\")\n\t\tStop\n}}\n\nACTOR BrutalizedCommandoBlasted: BrutalizedCommando2\n{\n+NOPAIN\n\tStates\n\t{\n\tSpawn:\n\t\tMPSD AAAA 6 A_CustomMissile (\"Brutal_LiquidBlood2\", 64, 0, random (0, 360), 2, random (30, 60))\n\t\tMPSD BBBBCCCC 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 34, 0, random (0, 60), 2, random (30, 60))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tMPSD DDDDDDDDDDDDDDDDDDDDD 6 A_CustomMissile (\"Brutal_LiquidBlood2\", 16, 0, random (0, 60), 2, random (30, 60))\n        TNT1 A 0 A_SpawnItem(\"DeadChaingunguyMPSDD\")\n\t\tTNT1 A -1\n        Stop\n}}\n\nACTOR BrutalizedCommandoLostHead: BrutalizedCommando1\n{\n+NOPAIN\nhEALTH 100\n\tStates\n\t{\n\tSpawn:\n\t\tCPHS BBB 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 50, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_XScream\n\t\tCPHS CCCCCCCCCCCCCCC 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 40, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tCPHS DDDEEE 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 30, 0, random (0, 360), 2, random (60, 120))\n\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tCPHS FFFFFFFFFFFFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 5, 0, random (0, 360), 2, random (10, 40))\n\n\t\tTNT1 A 1 A_SpawnItem (\"DeadChaingunGuy_NoHeadExploded\", 3)\n        Stop\n\tDeath:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brutal_FlyingBlood\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBloodFaster\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brutal_FlyingBloodMuchFaster\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n        TNT1 A 0 A_SpawnItem(\"BrutalizedCommandoBlasted\")\n\t\tTNT1 A -1\n        Stop\n\n}}\n\nACTOR BrutalizedCommandoLostHead2: BrutalizedCommandoLostHead\n{\n+NOPAIN\nhEALTH 100\n\tStates\n\t{\n\tSpawn:\n\t\tCPHD BBB 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 50, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_XScream\n\t\tCPHD CCCCCCCCCCCCCCCCCCC 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 40, 0, random (0, 360), 2, random (60, 120))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tCPHD DDDEEE 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 30, 0, random (0, 360), 2, random (60, 120))\n\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tCPHD FFFFFFFFFFFFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood2\", 5, 0, random (0, 360), 2, random (10, 40))\n\n\t\tTNT1 A 1 A_SpawnItem (\"DeadChaingunGuy_NoHead\", 3)\n        Stop\n}}\n\nACTOR ZombiemanSaciLol: ZombiemanGotHisLegBlowed\n{\n//MONSTER\n+GHOST\n\t+THRUGHOST\n-COUNTKILL\nSpeed 4\nHeight 48\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\n\tSuffer:\n\t    TNT1 A 0\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL1E ABC 3\n        TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL1E DDDD 1 A_Wander\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL1E ABC 3\n        TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL1E DDDD 1 A_Wander\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL1E ABC 3\n        TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL1E DDDD 1 A_Wander\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL1E ABC 3\n        TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL1E DDDD 1 A_Wander\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL1E ABC 3\n        TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL1E DDDD 1 A_Wander\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL1E ABC 3\n        TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL1E D 1 A_Wander\n\n        TNT1 A 0\n\t    TNT1 A 0 A_PlaySound (\"none\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"ZombiemanGotHisLegBlowed\")\n\t\tStop\n\tDeath.Head:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ZombiemanHeadExplode\", 0, 30)\n\t\tZMAD B 0 A_PlaySound(\"misc/xdeath\")\n\t\tZMAD C 0 A_NoBlocking\n\tGoto FallHead\n\tFallHead:\n\tZL1E EFG 6\n\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\tStop\n\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"grunt/death\")\n\tZL1E HI 6\n\tTNT1 A 0 A_SpawnItem (\"DeadZombieman_NoLeg\")\n\tStop\n\t}\n}\n\nACTOR ImpSaciLol: DyingImpNoLeg\n{\n//MONSTER\n+GHOST\n\t+THRUGHOST\n-COUNTKILL\nSpeed 4\nHeight 48\n\tStates\n\t{\n\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound (\"imp/pain\")\n\tGoto Suffer\n\n\tSuffer:\n\t    TNT1 A 0\n\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL3E ABC 3\n        TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL3E DDDD 1 A_Wander\n\t\tTNT1 A 0 A_PlaySound (\"imp/pain\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL3E ABC 3\n        TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL3E DDDD 1 A_Wander\n\t\tTNT1 A 0 A_PlaySound (\"imp/pain\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL3E ABC 3\n        TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL3E DDDD 1 A_Wander\n\t\tTNT1 A 0 A_PlaySound (\"imp/pain\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL3E ABC 3\n        TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL3E DDDD 1 A_Wander\n\t\tTNT1 A 0 A_PlaySound (\"imp/pain\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL3E ABC 3\n        TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL3E DDDD 1 A_Wander\n\t\tTNT1 A 0 A_PlaySound (\"imp/pain\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 48,0)\n\t\tZL3E ABC 3\n        TNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 30)\n\t\tZL3E D 1 A_Wander\n\t\tTNT1 A 0 A_PlaySound (\"imp/pain\")\n\n        TNT1 A 0\n\t    TNT1 A 0 A_PlaySound (\"none\")\n\t\tTR09 A 6\n\t\tTR09 A 3\n\t\tTR09 B 3\n\t\tTR09 C 3 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"DyingImpNoLeg\")\n\t\tStop\n\tDeath.Head:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\", 0, 50)\n\tGoto FallHead\n\tFallHead:\n\tZL3E EFG 7\n\tTNT1 A 0 A_SpawnItem (\"DeadImp_NoLeg\")\n\tStop\n\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"imp/death\")\n\tZL3E HIJ 7\n\tTNT1 A 0 A_SpawnItem (\"DeadImp_NoLeg\")\n\tStop\n\t}\n}\n\nACTOR PlayerChaingunguyVictim\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 70\n\tbloodtype \"DeadBlood\", \"SawBlood\"\n\t\tPainSound \"grunt/pain\"\n\t\tPainChance 255\n\t\tMass 999999\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\t+DONTSPLASH\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tXPL8 A 50\n\tGoto DieNow\n\n    DieNow:\n\tTNT1 A 0\n\tPLAY JKL 5\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Fall\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tPLAY L -1\n\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(129, \"Pain2\")\n\tXPL8 B 2\n\tGoto Spawn\n\n\tPain2:\n\tXPL8 C 3\n\tGoto Spawn\n\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tXPL2 A 10 A_XScream\n        TNT1 AA 0 A_CustomMissile (\"Big_Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 B 20 A_NoBlocking\n        TNT1 AA 0 A_CustomMissile (\"Big_Blood\", 50, 0, random (0, 360), 2, random (0, 160))\n        XPL2 C 10 A_CustomMissile (\"Big_Blood\", 40, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"Big_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n        XPL2 DE 10 A_CustomMissile (\"Big_Blood\", 20, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n        XPL2 E -1\n\t\tStop\n}}\n\nACTOR DyingZombiemanLostTeeth: RifleZombie\n{\n    Radius 12\n    Height 32\n    Speed 0\n\tHealth 40\n\t-COUNTKILL\n\t+GHOST\n\t+THRUGHOST\n\t+NOPAIN\n\t+FRIENDLY\n\tDropItem \"None\" 255\n    States\n    {\n\tSpawn:\n\tPain.Head:\n\tSEE:\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Teeth\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"TeethNoBounce\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 2, 32,0)\n\t\tZZD5 A 6 A_CustomMissile (\"MuchBlood2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tZZD5 CB 8\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 2, 32,0)\n\t\tZZD5 CB 12 A_Pain\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 2, 32,0)\n\t\tZZD5 CB 12 A_Pain\n\n\t\tDeath:\n\t\tTNT1 A 0 A_Scream\n\t\tZZD5 D 6 A_NoBlocking\n\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadZombieManFacingFront\")\n\t\tFPZ2 J 0\n\t\tStop\n\n\tDeath.Head:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"CrueltyBonus1Health\")\n\t    TNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.Decaptate\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(-600, \"XDeath\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(-250, \"Death.SSGHead\")\n\t\tGoto Death.HeadExplode\n\n\tDeath.Shotgun:\n\t\tGoto DeathShotgunFly\n\tDeath.Minigun:\n\t\tGoto Death.Saw\n\n\t}\n}\n\nACTOR DyingShotgunguyHitInEye: Shotgunguy1\n{\n    Radius 12\n    Height 32\n    Speed 0\n\tHealth 40\n\t-COUNTKILL\n\t+GHOST\n\t+THRUGHOST\n\t+NOPAIN\n\t+DONTSPLASH\n\tDropItem \"None\" 255\n    States\n    {\n\tSpawn:\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"Brutal_FlyingBloodTrail8\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AA 0 A_CustomMissile (\"SmallBrainPieceFast\", random (45, 55), random (5, -5), random (170, 190), 2, random (-10, 10))\n\t\tTNT1 AAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget50\", 2, 32,0)\n\t\tSPOS U 6 A_Scream\n\t\tSPOS V 6\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget50\", 2, 32,0)\n\t\tSPOS VWVW 18 A_Pain\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget50\", 2, 32,0)\n\t\tSPOS VW 18 A_Pain\n\t\tTNT1 A 0 A_NoBlocking\n\t\tDeath:\n\t\tSPOS XY 6\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadShotgunguySPOSZ\")\n\t\tStop\n\n\tDeath.Head:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"CrueltyBonus1Health\")\n\t    TNT1 A 0 A_JumpIfInTargetInventory(\"HasPlasmaWeapon\", 1, \"Death.Plasma\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"HasCutingWeapon\", 1, \"Death.Decaptate\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(-600, \"XDeath\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(-250, \"Death.SSGHead\")\n\t\tGoto Death.HeadExplode\n\n\tDeath.Shotgun:\n\t\tGoto DeathShotgunFly\n\tDeath.Minigun:\n\t\tGoto Death.Saw\n\t}\n}\n\nACTOR ZombieScientistDyingGuts: DyingZombiemanNoArm\n{\n\tStates\n\t{\n\t    Death.fire:\n\tDeath.Flames:\n        TNT1 A 0 A_PlaySound(\"BLANKSND\")\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    FSD5 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 (\"GrowingBloodPool\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        FSD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        FSD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        FSD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        FSD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        FSD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        FSD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        FSD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        FSD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        FSD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        FSD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        FSD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        FSD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        FSD5 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        FSD5 FFFFF 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 28,0)\n        FSD5 EEEEE 2 A_CustomMissile (\"Brutal_LiquidBlood\", 20, 0, random(0, 360), 2, random (0, 45))\n\t\tGoto Death\n\n\tDeath.Saw:\n\tDeath.Cutless:\n\tDeath:\n        TNT1 A 0 A_PlaySound(\"BLANKSND\")\n\t    TNT1 A 0 A_PlaySound(\"grunt/death\")\n\t    FSD5 G 8 A_NoBlocking\n\t\tSCZA L -1\n\t\tStop\n\n    Death.Head:\n\tDeath.Minorhead:\n    Death.Decaptate:\n        TNT1 A 0 A_PlaySound(\"BLANKSND\")\n        TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_PlaySound(\"headex\", 0)\n\t\tTNT1 A 0 A_CustomMissile (\"ShotgunguyHeadExplode\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n        FSD5 HI 10\n        FSAD E -1\n\t\tStop\n\nDeath.Shotgun:\nDeath.Kick:\nDeath.SuperKick:\nDeath.Extremepunches:\nDeath.Melee:\n        TNT1 A 0 A_PlaySound(\"BLANKSND\")\n        TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n         FS11 GH 15\n         TNT1 A 0 A_SpawnItem (\"DeadFormerScientist\")\n\t\t Stop\n\n\t\t Death.Fatality:\n\t\tGoto XDeath\n\t}\n}\n\nActor Fatality6ZMan: RifleZombie\n{\nHealth 15\nRadius 16\nHeight 44\nStates\n    {\n    Spawn:\n\t\tTNT1 A 0 A_PlaySound(\"BURNZOM\", 3, 3)\n\t\tFRAA EF 6 A_SpawnItem (\"Blood\", 0, 56)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tFRAA EF 6 A_SpawnItem (\"Blood\", 0, 56)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tFRAA EF 6 A_SpawnItem (\"Blood\", 0, 56)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tFRAA EF 6 A_SpawnItem (\"Blood\", 0, 56)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tFRAA EF 6 A_SpawnItem (\"Blood\", 0, 56)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tFRAA EF 6 A_SpawnItem (\"Blood\", 0, 56)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tFRAA EF 6 A_SpawnItem (\"Blood\", 0, 56)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tFRAA EF 6 A_SpawnItem (\"Blood\", 0, 56)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tFRAA GHIJ 4 A_SpawnItem (\"Blood\", 0, 50)\n\t\tTNT1 A 0 A_NoBlocking\n        FRAA J -1\n        Stop\n}\n}\n\nActor FatalizedSGGuy6: DeadShotgunGuy1\n{\n\tHealth 200\n\tStates{Spawn:\n        FRSA HI 6 A_SpawnItem (\"Blood\", 0, 56)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tFRSA HI 6 A_SpawnItem (\"Blood\", 0, 56)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tFRSA HI 6 A_SpawnItem (\"Blood\", 0, 56)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tFRSA HI 6 A_SpawnItem (\"Blood\", 0, 56)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tFRSA HI 6 A_SpawnItem (\"Blood\", 0, 56)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tFRSA HI 6 A_SpawnItem (\"Blood\", 0, 56)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tFRSA HI 6 A_SpawnItem (\"Blood\", 0, 56)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tFRSA HI 6 A_SpawnItem (\"Blood\", 0, 56)\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\")\n\t\tFRSA HJKL 5 A_SpawnItem (\"Blood\", 0, 50)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tFRSA L -1\n        Stop\n        Death:\n\t\tDeath.Saw:\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 AAA 0 A_CustomMissile (\"xdeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"xdeath4\", 32, 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\t SGF8 N -1\n         Stop}\n}\n\nACTOR DyingHellKnight1\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 100\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n    damagefactor \"Avoid\", 0.0\n\tdamagefactor \"killme\", 0.0\n\tdamagefactor \"Shrapnel\", 0.0\n\tdamagefactor \"KillMe\", 0.0\n\tdamagefactor \"Cutless\", 0.6\n\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+NOPAIN\n\t+DONTSPLASH\n\tScale 1.1\n\tStates\n\t{\n\tSpawn:\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"GreenBloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"GreenBloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"GreenBloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tTNT1 A 0 A_Jump(35, \"NotDeadYet\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"GreenBloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tTNT1 A 0 A_Jump(32, \"NotDeadYet\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"GreenBloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tTNT1 A 0 A_Jump(32, \"NotDeadYet\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"GreenBloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tTNT1 A 0 A_Jump(32, \"NotDeadYet\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"GreenBloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tTNT1 A 0 A_Jump(37, \"NotDeadYet\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"GreenBloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tTNT1 A 0 A_Jump(32, \"NotDeadYet\")\n\tKSA1 ABCB 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 50,0)\n\tTNT1 A 0 A_SpawnItem (\"GreenBloodDying\", 0, 30)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\")\n\tTNT1 A 0 A_Jump(36, \"NotDeadYet\")\n\tGoto Death\n\n\tNotDeadYet:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HellknightLastStand1\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tStop\n\n\tDeath:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Fall\n\tTNT1 A 0 A_PlaySound(\"knight/death\")\n\tBTN3 ABCD 6\n\tTNT1 A 0 A_SpawnItem(\"DeadHellKnightNoArm\")\n\tStop\n\n\tDeath.Head:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Fall\n\tTNT1 AAAAA 0 A_CustomMissile (\"SmallSuperGore\", 50, 0, random (0, 360), 2, random (10, 170))\n\tTNT1 A 0 A_SpawnItem(\"HellKnightHeadExplode\", 0, 56)\n\tBTN4 ABCD 6\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0 A_SpawnItem(\"DeadHellKnightNoArmNoHead\")\n\tStop\n\n\tDeath.Decapitate:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Fall\n\tTNT1 AAAAA 0 A_CustomMissile (\"SmallSuperGore\", 50, 0, random (0, 360), 2, random (10, 170))\n\tTNT1 AAAAA 0 A_CustomMissile (\"Xdeath1\", 62, 0, random (0, 360), 2, random (50, 130))\n\tTNT1 A 0 A_CustomMissile (\"XDeathHellKnightHead\", 62, 0, random (0, 360), 2, random (50, 130))\n\tBTN4 ABCD 6\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0 A_SpawnItem(\"DeadHellKnightNoArmNoHead\")\n\tStop\n\n\tXDeath:\n\tDeath.ExplosiveImpact:\n\t    TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 A 0 A_NoBlocking\n\t    TNT1 A 0 A_CustomMissile (\"KnightXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t    Stop\n\n\tDeath.SSG:\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistBig\", 40, 0, random (0, 360), 2, random (30, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathStomach\", 60, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath3\", 45, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 45, 0, random (0, 360), 2, random (0, 160))\n        TNT1 A 0 A_XScream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Xdeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t     TNT1 A 0 A_CustomMissile (\"XDeathHellKnightArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightTorso\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHellKnightHead\", 32, 0, random (0, 360), 2, random (0, 160))\n        BBO1 AAAAAAAAAABBBBBCCCCC 2 A_CustomMissile (\"Green_LiquidBlood\", 30, 0, random (0, 360), 2, random (30, 110))\n\t\tBBO1 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile (\"Green_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n        TNT1 A 0 A_SpawnItem (\"DeadKnightHalfDown\", 1)\n\t\tStop\n\n\tDeath.Cutless:\n\t   TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathHellKnightArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tBBO1 AABCD 8\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n        TNT1 A 0 A_SpawnItem (\"DeadKnightHalfDown\", 1)\n\t\tStop\n}}\n\nACTOR DyingHellKnight2\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 100\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0\n    damagefactor \"Avoid\", 0.0\n\tdamagefactor \"killme\", 0.0\n\tdamagefactor \"Shrapnel\", 0.0\n\tdamagefactor \"KillMe\", 0.0\n\tdamagefactor \"Cutless\", 0.6\n\tMass 999999\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\t+NOPAIN\n\t+DONTSPLASH\n\tScale 1.1\n\tStates\n\t{\n\tSpawn:\n\tKSA7 EDEFE 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 56,0)\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\",1)\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\",2)\n\tTNT1 A 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 55, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tKSA7 DEFED 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 56,0)\n\tTNT1 A 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 55, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\",3)\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\",4)\n\tKSA7 EDEFE 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 56,0)\n\t\tTNT1 A 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 55, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\",5)\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\",6)\n\tKSA7 EDEFE 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 56,0)\n\t\tTNT1 A 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 55, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\",1)\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\",2)\n\tKSA7 DEFED 6 A_SpawnItem(\"HeadshotTarget4b\", 0, 56,0)\n\t\tTNT1 A 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 55, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_PlaySound (\"PSXDPN\",3)\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath2c\",4)\n\tGoto Death\n\n\tDeath:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Fall\n\tTNT1 A 0 A_PlaySound(\"knight/death\")\n\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"MuchBlood2\", 55, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAA 0 A_CustomMissile (\"Brutal_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\tKAD1 ABCDEF 5 A_CustomMissile (\"MuchBlood\", 62, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\tKAD1 F -1\n\tStop\n\n\tDeath.Head:\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Xdeath1\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brains2\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains3\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains6\", 62, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Brains7\", 62, 0, random (0, 360), 2, random (0, 160))\n        BOH2 A 10 A_Scream\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n        BOH2 B 10 A_NoBlocking\n        BOH2 C 10\n\t\tBOH2 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 2 A_CustomMissile (\"Green_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n\t\tBOH2 D -1\n\t    Stop\n\n\tDeath.SSG:\n\tXDeath:\n\tDeath.ExplosiveImpact:\n\t    TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AAAAA 0 A_CustomMissile (\"Green_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathHalfHK\", 24, 0, random (0, 360), 2, random (0, 160))\n        BBO1 AAAAAAAAAABBBBBCCCCC 2 A_CustomMissile (\"Green_LiquidBlood\", 30, 0, random (0, 360), 2, random (30, 110))\n\t\tBBO1 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile (\"Green_LiquidBlood\", 10, 0, random (0, 360), 2, random (30, 110))\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n        TNT1 A 0 A_SpawnItem (\"DeadKnightHalfDown\", 1)\n\t\tStop\n\n\tDeath.Cutless:\n\t   TNT1 A 0 A_Scream\n        TNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAA 0 A_CustomMissile (\"GreenGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t    TNT1 A 0 A_CustomMissile (\"XDeathHellKnightArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tBBO1 AABCD 8\n\t\tTNT1 A 0 A_SpawnItem (\"GreenGrowingBloodPool\")\n        TNT1 A 0 A_SpawnItem (\"DeadKnightHalfDown\", 1)\n\t\tStop\n}}\n\nACTOR HellknightLastStand1: DyingHellKnight1\n{\nHealth 145\nSpeed 0\nMONSTER\n+MISSILEMORE\n+MISSILEEVENMORE\n+LOOKALLAROUND\nBloodType \"Green_Blood\", \"GreenSawBlood\", \"GreenSawBlood\"\nStates\n\t{\n\tSpawn:\n\tDAHK D 1 A_Look\n\tGoto See\n\n\tSee:\n\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 56,0)\n\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood2\", 40, 6, random (0, 360), 2, random (30, 60))\n\tDAHK D 1 A_Chase\n\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood3\", 40, 6, random (0, 360), 2, random (30, 60))\n\tTNT1 A 0 A_CustomMissile (\"Green_FlyingBlood\", 42, 6, random (170, 190), 2, random (0, 40))\n\tDAHK D 1 A_Chase\n\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood2\", 40, 6, random (0, 360), 2, random (30, 60))\n\tDAHK D 1 A_Chase\n\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood3\", 40, 6, random (0, 360), 2, random (30, 60))\n\tDAHK D 1 A_Chase\n\tTNT1 A 0 A_CustomMissile (\"Green_LiquidBlood2\", 40, 6, random (0, 360), 2, random (30, 60))\n\tTNT1 A 0 A_CustomMissile (\"Green_FlyingBloodFaster\", 42, 6, random (170, 190), 2, random (0, 40))\n\tLoop\n\n\tMissile:\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 56,0)\n\t\tDAHK B 2 A_FaceTarget\n\n\t\tDAHK A 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 64, -30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 64, -30, random (0, 140), 2, random (0, 160))\n\t\tDAHK A 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 64, -30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 64, -30, random (0, 140), 2, random (0, 160))\n\t\tDAHK A 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 64, -30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 64, -30, random (0, 140), 2, random (0, 160))\n\t\tDAHK A 2 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 56,0)\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 64, -30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 64, -30, random (0, 140), 2, random (0, 160))\n\t\tDAHK A 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 64, -30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 64, -30, random (0, 140), 2, random (0, 160))\n\t\tDAHK A 2 A_FaceTarget\n\t\tTNT1 A 0 bright A_CustomMissile (\"SmallGreenFlameTrails\", 64, -30, random (0, 360), 2, random (70, 110))\n\t\tTNT1 A 0 A_CustomMissile (\"BallGettingReadyGreen\", 64, -30, random (0, 140), 2, random (0, 160))\n\t\tDAHK A 2\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 56,0)\n\t\tDAHK B 8 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 56,0)\n\t\tDAHK C 8 A_CustomMissile(\"BaronBall\", 36, 0, 0, 1)\n\t\tDAHK DDDD 2 A_CustomMissile (\"Green_LiquidBlood3\", 40, 6, random (0, 360), 2, random (30, 60))\n\t\tGoto See\n\t}\n}"
      }
    ]
  },
  "maps": []
}

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