Raw model (for completeness)
{
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"sha1": "edcdfc5d4dc49f1c8d06610432e1101e53809d2b",
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"bwolf_v12.pk3"
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"added": "2021-01-10 03:08:17",
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"added": "2021-01-10 03:08:17",
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"size": 48468674,
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{
"source": "pk3",
"name": "actors/gore/BLOOD.txt",
"contents": "////////////////////////////////////////////\n// BLOOD POOL DECAL /////////\n////////////////////////////////////////////\nActor PoolofBlood : Health Replaces HangTNoBrain\n{\n+AUTOACTIVATE\nScale 0.50\nInventory.Amount 1\nInventory.MaxAmount 10\nInventory.PickupSound \"slurpie\"\nInventory.PickupMessage \"Pool of Blood\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tHDB6 A -1\n\tSTOP\n\t}\n}\n\n////////////////////////////////////////////\n// BLOOD POOL 2 DECAL ///////\n////////////////////////////////////////////\nActor BoneswithBlood : Health Replaces Meat4\n{\n\t+AUTOACTIVATE\n\tScale 0.50\n\tInventory.Amount 1\n\tInventory.MaxAmount 10\n\tInventory.PickupSound \"slurpie\"\n\tInventory.PickupMessage \"Bloody Bones\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"RandomAGITATION\",0,0)\n\t\tHDB6 A -1\n\t\tStop\n\t\t}\n}\n\nACTOR TinyBlood\n{\n game Doom\n scale 0.2\n speed 7\n health 1\n radius 8\n height 1\n +DontSplash\n Gravity 0.7\n\tDecal BrutalBloodSplat\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +FORCEXYBILLBOARD\n -EXPLODEONWATER\n+DOOMBOUNCE\n+DontSplash\nBounceFACTOR 0.01\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 500\n\t\tStop\n\tSplash:\n BLOD A 0\n stop\n Death:\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\nACTOR NashGore_Blood : Blood Replaces Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n+DontSplash\n-ALLOWPARTICLES\nSpeed 0\n states\n {\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_JumpIf (floorz > 10, \"SpawnLeg\")\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 AA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 A 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodHit\")\n BLOD BCD 0\n stop\n\tSpawnLeg:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(500, 500)\n\tTNT1 A 0\n\tStop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR DetectCeilBloodSimpler\n{\n game Doom\n scale 0.4\n speed 0\n health 1\n radius 1\n height 1\n Gravity 0.0\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +DontSplash\n +FORCEXYBILLBOARD\n +NODAMAGETHRUST\n -DONTSPLASH\n +NOGRAVITY\n States\n {\n Spawn:\n\t TNT1 A 0\n\t TNT1 A 0 ThrustThingZ(0,35,0,1)\n\t TNT1 A 2\n\t Stop\n\t Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n Stop\n }\n}\n\nACTOR BloodHit\n{\n height 8\n radius 4\n +NOBLOCKMAP\n +NOGRAVITY\n +NOCLIP\n +DontSplash\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n TNT1 A 0\n BLOD BCD 4\n Stop\n }\n}\n\nACTOR Big_Blood : NashGore_Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 AAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n BLOD BCD 0\n stop\n }\n}\n\nACTOR 12BloodTrail : NashGore_Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n stop\n }\n}\n\nACTOR BrainBlood : Nashgore_Blood\n{\nDecal BrutalBloodSplat\n}\n\nACTOR Nashgore_FlyingBloodTrail5 : 12BloodTrail\n{\nDecal BrutalBloodSplat\n}\n\nACTOR NashGore_FlyingBlood\n{\n game Doom\n scale 0.9\n speed 7\n health 1\n radius 8\n height 1\n Gravity 0.9\n Renderstyle Translucent\n Alpha 0.95\n\tDamageType Blood\n\tDecal BrutalBloodSplat\n-SOLID\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +RIPPER\n\t+DontSplash\n +BLOODLESSIMPACT\n +FORCEXYBILLBOARD\n +NODAMAGETHRUST\n +MOVEWITHSECTOR\n +CORPSE\n Mass 1\n States\n {\n Spawn:\n\t //BLOD ABCD 2\n\t TNT1 A 0\n\t BLOD BC 2\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t TNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\")\n\t Spawn1:\n\t\tBLOD E 6\n loop\n\tSpawn2:\n\t\tBLOD E 6\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n \t //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n\t\t\t\tTNT1 A 0\n\t\t\t\tTNT1 A 0 A_SpawnItem (\"BloodHeightDetector\")\n\t\t\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilBloodSimpler\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\t\tTNT1 AAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\t\tTNT1 A 1\n Stop\n }\n}\n\nACTOR BloodHeightDetector: TinyBlood //Doesnt spawns blood pools if it hits the ceiling or walls\n{\n+DontSplash\n scale 1.0\n Gravity 1.0\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t BLUD C 0 ThrustThingZ (0,25,1,0)\n BLOD C 3\n Stop\n\tSplash:\n BLOD A 0\n stop\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"Nashgore_Bloodspot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n\t\tXDT1 EFGHIJK 3\n stop\n }\n}\n\nACTOR NashGore_FlyingBloodMuchFaster: NashGore_FlyingBlood\n{\n speed 18\n}\n\nACTOR NashGore_BloodSpot\n{\n game Doom\n radius 1\n height 1\n mass 1\n RenderStyle Translucent\n Alpha 0.93\n +NOTELEPORT\n +NOBLOCKMAP\n+CLIENTSIDEONLY\n+FORCEXYBILLBOARD\n+MOVEWITHSECTOR\n+FLOORCLIP\n+MISSILE\n+DontSplash\nScale 0.5\nDecal BrutalBloodSplat\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //XDT1 ABCD 8\n //loop\n Death:\n Crash:\n //Check if the Blood is underwater. If yes, disappear\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //Check if blood is over water. If yes, disappear.\n //Randomize blood texture:\n TNT1 A 0\n TNT1 A 0 A_Jump(64,4)\n TNT1 A 0 A_Jump(128,4)\n TNT1 A 0 A_Jump(192,4)\n TNT1 A 0 A_Jump(255,4)\n // make the blood spots stay on the ground. 4500 is the default duration.\n BPDL A 4500\n stop\n BPDL B 4500\n stop\n BPDL B 4500\n stop\n BPDL B 4500\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR GiantBloodSpot: NashGore_BloodSpot\n{\n game Doom\n +FLOORCLIP\n +DontSplash\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //XDT1 ABCD 8\n //loop\n Death:\n Crash:\n //Check if the Blood is underwater. If yes, disappear\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //Check if blood is over water. If yes, disappear.\n BPDL A 1\n BPDL A -1\n stop\n\tSplash:\n BLOD A 0\n stop\n}\n}\n\nACTOR BigBloodSpot: GiantBloodSpot\n{\n game Doom\n}\n\nACTOR MediumBloodSpot: GiantBloodSpot\n{\ngame Doom\n states\n {\n Death:\n Crash:\n //Check if the Blood is underwater. If yes, disappear\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BPDL A 8\n BPDL D -1\n stop\n}\n}\n\nACTOR CeilBloodLauncher: Nashgore_FLyingBlood\n{\n +RIPPER\n +BLOODLESSIMPACT\n\t-DOOMBOUNCE\n\t+DontSplash\ndamagetype Blood\n Speed 15\n Gravity 0.0\n\tDecal BrutalBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 3\n Stop\n\tSplash:\n BLOD A 0\n stop\n Death:\n \t //TNT1 A 0 A_CustomMissile (\"SmallBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"CeilBloodChecker\", -15, 0, 90, 2, 90)\n TNT1 A 0\n stop\n\t Melee:\n Xdeath:\n\t TNT1 A 1\n Stop\n }\n}\n\nACTOR CeilBloodLauncherLong: CeilBloodLauncher\n{\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 12\n Stop\n }\n}\n\n// Checks if there is a ceiling above, and isn't hitting a monster.\nACTOR CeilBloodChecker: Nashgore_FLyingBlood\n{\n +RIPPER\n +BLOODLESSIMPACT\n\t+DontSplash\ndamagetype Blood\nRadius 0\nHeight 0\nSpeed 400\n\n Gravity 0.0\n\tDecal BrutalBloodSuper\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 4\n Stop\n\tSplash:\n BLOD A 0\n stop\n Death:\n TNT1 A 1 A_SpawnItem(\"CeilBloodSpot\",0,0,0,1)\n TNT1 A 5\n stop\n Xdeath:\n\t TNT1 A 1\n Stop\n }\n}\n\n// The Ceil Blood Spot.\nACTOR CeilBloodSpot: Nashgore_BloodSpot\n{\n+SPAWNCEILING\n+MOVEWITHSECTOR\n-DOOMBOUNCE\n+NOGRAVITY\n+DontSplash\n +MISSILE\nstates\n{\nSpawn:\nGoto Crash\nDeath:\nCrash:\n\n BPDL BBBBBBBBBBBBBBB 2 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"DripingBloodLeavesSmallPool\")\n BPDL BBBBBBBBBBBBBBBBBBBB 3 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n BPDL BBBBBBBBBBBBBBBBBBBB 4 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n BPDL AAAAAAAAAAAAAAAAAAAA 5 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n BPDL AAAAAAAAAAAAAAAAAAAA 4 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n BPDL AAAAAAAAAAAAAAAAAAAA 6 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n BPDL AAAAAAAAAAAAAAAAAAAA 6 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n BPDL AAAAAAAAAAAAAAAAAAAA 3 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n BPDL AAAAAAAAAAAAAAAAAAAA 4 ThrustThingZ(0,300,0,1)\n TNT1 A 0 A_SpawnItem (\"TinyBlood\")\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR DripingBlood: TinyBlood\n{\n scale 0.3\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 4\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"blooddrop\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\nACTOR DripingBloodLeavesPool: TinyBlood\n{\n scale 0.3\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BLUD Z 4\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\nACTOR DripingBloodLeavesSmallPool: DripingBloodLeavesPool\n{\n+DontSplash\nStates\n{\n Death:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"MinuscleBloodSpot\")\n\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n XDT1 EFGHIJKL 2\n stop\n }\n}\n\n// Blood trails spawned by FlyingBlood\nACTOR NashGore_FlyingBloodTrail\n{\ngame Doom\n scale 0.70\n mass 1\n renderstyle Translucent\n alpha 0.7\nDecal BrutalBloodSplat\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n+NOCLIP\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+DontSplash\n+MISSILE\n-NOGRAVITY\nSpeed 2\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //BTRL ABCD 4\nBLOD ABCDDEEFFF 4\n stop\nDeath:\nTNT1 A 0\nStop\n\n\tSplash:\n BLOD A 0\n stop\n\n }\n}\n\nACTOR BloodTr: NashGore_FlyingBloodTrail\n{\nSpeed 4\n alpha 0.7\nscale 1.1\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 4\n stop\n }\n }\n\nACTOR BloodTr2: NashGore_FlyingBloodTrail\n{\nSpeed 4\n alpha 0.7\nscale 1.1\n-NOGRAVITY\n+DontSplash\nGravity 0.6\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 4\n stop\n Death:\n TNT1 A 0\n Stop\n }\n }\n\nACTOR BloodTr3: NashGore_FlyingBloodTrail\n{\nSpeed 6\n alpha 0.7\nscale 1.1\n-NOGRAVITY\n+DontSplash\nGravity 0.9\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 6\n stop\n }\n }\n\nACTOR BloodTr95: NashGore_FlyingBloodTrail\n{\nSpeed 4\n alpha 0.7\nscale 1.1\n-NOGRAVITY\n+DontSplash\nGravity 0.7\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 7\n stop\n Death:\n TNT1 A 0\n Stop\n }\n }\n\nACTOR BloodTr255: NashGore_FlyingBloodTrail\n{\nSpeed 2\n alpha 0.5\nscale 1.0\n-NOGRAVITY\n+THRUACTORS\n+DontSplash\nGravity 0.3\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 3\n stop\n Death:\n TNT1 A 0\n Stop\n }\n }\n\nACTOR BloodTr255G: NashGore_FlyingBloodTrail\n{\nSpeed 3\n alpha 0.6\nscale 0.7\n-NOGRAVITY\n+DontSplash\nGravity 0.8\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL ABCD 3\n stop\n Death:\n TNT1 A 0\n Stop\n }\n }\n\nACTOR NashGore_FlyingBloodFaster: NashGore_FlyingBloodTrail\n{\nSpeed 4\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //BTRL ABCD 6\n BLOD ABCDEFFFFFF 3\n stop\n }\n}\n\nACTOR NashGore_FlyingBloodTrail16: NashGore_FlyingBloodTrail\n{\n renderstyle Translucent\n alpha 0.4\n}\n\nACTOR SmallBrainPiece\n{\n Radius 2\n Height 2\n\tSpeed 8\n\tMass 1\n\tScale 0.5\n\tDecal BrutalBloodSplat\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n\t+THRUGHOST\n\t+CLIENTSIDEONLY\n +MOVEWITHSECTOR\n+DontSplash\n\t+FORCEXYBILLBOARD\n States\n {\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128, \"DoNothing\")\n\tGoto See\n See:\n\t\tXDB5 ABCDEFGH 3\n\t\tLoop\n\tDeath:\n\t XDT5 B 15\n XDT5 B -1\n Stop\n\tDoNothing:\n\tTNT1 A 0\n\tStop\n }\n}\n\nACTOR Brains1\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n\tBounceFACTOR 0.4\n\tScale 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n\t+CLIENTSIDEONLY\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDB5 EFGH 6\n\tLoop\n\tDeath:\n\t XDT5 C 1\n\t XDT5 C -1\n\t\tStop\n }\n}\n\nACTOR Brains2\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFACTOR 0.4\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n+DontSplash\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t\tBRIB ABCD 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN B 2500\n BRIN B -1\n Stop\n }\n}\n\nACTOR Brains3\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t\tBRIB EFGH 4 //A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN C 2500\n BRIN C -1\n Stop\n }\n}\n\nACTOR Brains4\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFACTOR 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t\tBRIB IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN D 2500\n BRIN D -1\n Stop\n }\n}\n\nACTOR Brains5\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFACTOR 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t\tBRIB IJKL 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN E 2500\n BRIN E -1\n Stop\n }\n}\n\nACTOR Brains6\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFACTOR 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t\tBRIB MNOP 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN F 2500\n BRIN F -1\n Stop\n }\n}\n\nACTOR Brains7\n{\n Radius 2\n Height 2\n\tSpeed 6\n\tMass 1\n Decal BrutalBloodSplat\n +CLIENTSIDEONLY\n\tBounceFACTOR 0.4\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n\t\tBRIB QRST 4 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t BRIN G 2500\n BRIN G -1\n Stop\n }\n}\n\nACTOR BonePieces : Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n states\n {\n Spawn:\n TNT1 AA 0 A_CustomMissile (\"LSpart3\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"LSpart1\", 15, 0, random (0, 360), 2, random (0, 160))\n stop\n }\n}\n\nACTOR BloodJuice\n{\n Radius 1\n Height 1\n\tAlpha 0.5\n\tScale 4.4\n\tGravity 0.01\n\tSpeed 0.2\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n States\n {\n Spawn:\n BLOD A 1\n Goto Death\n\tDeath:\n\t BLOD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.01)\n\t\tStop\n }\n}\n\nACTOR FatalityBlood: Nashgore_FlyingBlood\n{\n Speed 14\n}\n\nACTOR MuchBlood : Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAAAA 0 A_CustomMissile(\"NashGore_FlyingBloodTrail\", 0, 0, 180)\n \t TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR MuchBlood2 : Blood\n{\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAA 0 A_CustomMissile(\"NashGore_FlyingBloodTrail\", 0, 0, 180)\n \t TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR DeadBlood : Blood\n{\nDecal BrutalBloodSplat\n game Doom\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n Spawn:\n TNT1 A 0\n //TNT1 A 0 A_JumpIf (floorz > 10, \"SpawnLeg\")\n TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodHit\")\n \t TNT1 A 0 A_CustomMissile (\"TinyBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR GoreBloodFly: NashGore_FlyingBlood\n{\n speed 10\n}\n\nACTOR Blue_Blood : NashGore_Blood\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 AAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 15, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"Blue_FlyingBloodTrail\", 0, 0, random (0, 180), 2, random (0, 180))\n \t TNT1 A 0 A_CustomMissile (\"Blue_FlyingBlood\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"BlueBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n stop\n }\n}\n\nACTOR Blue_FlyingBlood: Nashgore_FlyingBlood\n{\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\nstates\n{\n Death:\n TNT1 A 1 A_SpawnItem(\"Blue_BloodSpot\",0,0,0,1)\n XDT1 EFGHIJKL 3\n Stop\n}\n}\n\nACTOR Blue_FlyingBloodTrail: Nashgore_FlyingBloodTrail\n{\nDecal BlueBloodSplat\ntranslation \"168:191=192:207\",\"16:47=240:247\"\n}\n\nACTOR Blue_BloodSpot: Nashgore_BloodSpot\n{\nDecal BlueBloodSplat\ntranslation \"168:191=192:207\",\"16:47=240:247\"\nDecal BlueBloodSplat\n}\n\nACTOR WallRedBlood\n{\n game Doom\n scale 0.6\n speed 7\n health 1\n radius 8\n height 1\n Gravity 0.7\n damage 0\n\tDamageType Blood\n\tDecal BrutalBloodSuper\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +BLOODLESSIMPACT\n\t+RIPPER\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 ABCD 4\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n \t TNT1 A 3\n stop\n }\n}\n\nACTOR SuperWallRedBlood: WallRedBlood\n{\n speed 32\n Gravity 0.1\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 ABCD 1\n Stop\n}\n}\n\nACTOR MediumInfiniteBlood: NashGore_FlyingBlood\n{\n States\n {\n Death:\n\t\t\t\tTNT1 A 0 A_PlaySound(\"blooddrop\")\n TNT1 A 0 A_SpawnItem (\"MediumBloodSpot\", 1)\n TNT1 A 0\n }\n}\n\nACTOR BloodDying : NashGore_Blood\n{\n states\n {\n Spawn:\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n \t TNT1 A 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"BloodHit\")\n\t\tTNT1 A 0 A_SpawnItem (\"Nashgore_FlyingBlood\")\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n }\n}\n\nACTOR MinuscleBloodSpot: NashGore_BloodSpot\n{\nScale 0.25\n}"
},
{
"source": "pk3",
"name": "actors/gore/BLOODSPLASH.txt",
"contents": "ACTOR SmallBloodSplasher\n{\nGame Doom\nDAMAGEFACTOR \"Trample\", 0.0\nDamageType Blood\nHealth 1\nRadius 1\nHeight 1\nMass 1\n+NOCLIP\n+NOGRAVITY\n+ACTIVATEMCROSS\n+WINDTHRUST\n+DontSplash\nDeathSound \"None\"\nStates\n{\nSpawn:\nBTRL A 1\nTNT1 A 0 A_Explode(1,120)\nStop\n}\n}\n// Red Blood\nACTOR BloodSplasher\n{\nGame Doom\nDAMAGEFACTOR \"Trample\", 0.0\nDamageType Blood\nHealth 1\nRadius 1\nHeight 1\nMass 1\n+NOCLIP\n+NOGRAVITY\n+ACTIVATEMCROSS\n+WINDTHRUST\n+NODAMAGETHRUST\n+PIERCEARMOR\n+BLOODLESSIMPACT\n+DontSplash\nDeathSound \"None\"\nStates\n{\nSpawn:\nBTRL A 1\nTNT1 A 0 A_Explode(3,250)\nStop\n}\n}\n\nACTOR TinyBloodSplasher\n{\nGame Doom\nDAMAGEFACTOR \"Trample\", 0.0\nDamageType Blood\nHealth 1\nRadius 1\nHeight 1\nMass 1\n+NOCLIP\n+NOGRAVITY\n+ACTIVATEMCROSS\n+WINDTHRUST\n+NODAMAGETHRUST\n+PIERCEARMOR\n+BLOODLESSIMPACT\n+DontSplash\nDeathSound \"None\"\nStates\n{\nSpawn:\nBTRL A 1\nTNT1 A 0 A_Explode(3,150)\nStop\n}\n}\n\nACTOR SuperBloodSplasher\n{\nGame Doom\nDAMAGEFACTOR \"Trample\", 0.0\nDamageType Blood\nHealth 1\nRadius 1\nHeight 1\nMass 1\n+NOCLIP\n+NOGRAVITY\n+ACTIVATEMCROSS\n+WINDTHRUST\n+NODAMAGETHRUST\n+PIERCEARMOR\n+BLOODLESSIMPACT\n+DontSplash\nDeathSound \"None\"\nStates\n{\nSpawn:\n//TNT1 A 0 A_Explode(2,600)\nBTRL A 4\n//TNT1 AAAAA 0 A_CustomMissile (\"BloodSplashParticleFast\", 15, 0, random (0, 360), 2, random (45, 160))\nTNT1 AAA 0 A_Explode(3,500)\nStop\n}\n}\n\n// Blue Blood\nACTOR BlueBloodSplasher\n{\nGame Doom\nDAMAGEFACTOR \"Trample\", 0.0\nDamageType BlueBlood\nHealth 1\nRadius 1\nHeight 1\nMass 1\n+NOCLIP\n+NOGRAVITY\n+ACTIVATEMCROSS\n+WINDTHRUST\n+NODAMAGETHRUST\n+DontSplash\n+BLOODLESSIMPACT\nDeathSound \"None\"\nStates\n{\nSpawn:\nBTRL A 1\nTNT1 A 0 A_Explode(3,250)\nStop\n}\n}\n\nACTOR BlueSuperBloodSplasher\n{\nGame Doom\nDAMAGEFACTOR \"Trample\", 0.0\nDamageType BlueBlood\nHealth 1\nRadius 1\nHeight 1\nMass 1\n+NOCLIP\n+NOGRAVITY\n+ACTIVATEMCROSS\n+NODAMAGETHRUST\n+DontSplash\n+WINDTHRUST\n+BLOODLESSIMPACT\nDeathSound \"None\"\nStates\n{\nSpawn:\nTNT1 A 0 A_Explode(3,500)\nBTRL A 4\nTNT1 A 0 A_Explode(3,500)\nStop\n}\n}\n\n// Blue Blood\nACTOR GreenBloodSplasher\n{\nGame Doom\nDAMAGEFACTOR \"Trample\", 0.0\nDamageType GreenBlood\nHealth 1\nRadius 1\nHeight 1\nMass 1\n+NOCLIP\n+NOGRAVITY\n+ACTIVATEMCROSS\n+WINDTHRUST\n+DontSplash\n+NODAMAGETHRUST\n+BLOODLESSIMPACT\nDeathSound \"None\"\nStates\n{\nSpawn:\nBTRL A 1\nTNT1 A 0 A_Explode(3,250)\nStop\n}\n}\n\nACTOR GreenSuperBloodSplasher\n{\nGame Doom\nDAMAGEFACTOR \"Trample\", 0.0\nDamageType GreenBlood\nHealth 1\nRadius 1\nHeight 1\nMass 1\n+NOCLIP\n+NOGRAVITY\n+ACTIVATEMCROSS\n+NODAMAGETHRUST\n+WINDTHRUST\n+DontSplash\n+BLOODLESSIMPACT\nDeathSound \"None\"\nStates\n{\nSpawn:\nTNT1 A 0 A_Explode(3,500)\nBTRL A 4\nTNT1 A 0 A_Explode(3,500)\nStop\n}\n}\n\nActor SuperGoreSpawner\n{\nProjectile\n+RANDOMIZE\n+FORCEXYBILLBOARD\n+DontSplash\n// +BLOODSPLATTER\nDecal BloodSuper\ndamage 0\nradius 2\nheight 0\nspeed 40\nrenderstyle ADD\nalpha 0.9\nscale .15\nstates\n{\nSpawn:\nTNT1 AAAA 1 A_SpawnItem(\"SuperGore\")\nStop\n\nDeath:\nStop\n\nXDeath:\nTNT1 A 0\nStop\n}\n}\n\nActor UltraGoreSpawner: SuperGoreSpawner\n{\nspeed 60\nstates\n{\nSpawn:\nTNT1 AAAAAAAAAAAAAA 1 A_SpawnItem(\"SuperGore\")\nStop\n}\n}\n\nACTOR SuperGore\n{\nDecal BloodSplat\ngame Doom\nAlpha 0.7\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\nGravity 0.05\n+NOCLIP\n+DontSplash\n-EXPLODEONWATER\n-ALLOWPARTICLES\n+CLIENTSIDEONLY\n+DontSplash\n-NOGRAVITY\nScale 1.5\nstates\n{\nSpawn:\nTNT1 AAAAAA 0 A_CustomMissile (\"BloodTr255G\", 0, 0, random (0, 360), 2, random (0, 360))\nTNT1 A 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (30, 150))\nTNT1 A 1\nTNT1 AAA 0 A_CustomMissile (\"BloodTr255G\", 0, 0, random (0, 360), 2, random (0, 360))\nTNT1 A 1\nTNT1 AA 0 A_CustomMissile (\"BloodTr255G\", 0, 0, random (0, 360), 2, random (0, 360))\nstop\n}\n}\n\nACTOR BlueSuperGore: SuperGore\n{\nAlpha 0.4\ntranslation \"168:191=192:207\",\"16:47=240:247\"\n}\n\nActor BlueSuperGoreSpawner: SuperGoreSpawner\n{\nspeed 20\nstates\n{\nSpawn:\nTNT1 AAAAAAAA 1 A_SpawnItem(\"BlueSuperGore\")\nStop\n}\n}\n\nACTOR GreenSuperGore: SuperGore\n{\ntranslation \"168:191=112:127\",\"16:47=120:127\"\n}\n\nActor GreenSuperGoreSpawner: SuperGoreSpawner\n{\nstates\n{\nSpawn:\nTNT1 AAAA 1 A_SpawnItem(\"GreenSuperGore\")\nStop\n}\n}\n\nACTOR StealthBloodLol\n{\ngame Doom\nscale 1.1\nspeed 6\nhealth 1\nradius 8\nheight 1\nGravity 0.8\ndamage 0\nRenderstyle Translucent\nAlpha 0.7\nDamageType Blood\nDecal BloodSuper\n+MISSILE\n+CLIENTSIDEONLY\n+NOTELEPORT\n+NOBLOCKMAP\n+RIPPER\n+BLOODLESSIMPACT\n+FORCEXYBILLBOARD\n+NODAMAGETHRUST\n+MOVEWITHSECTOR\n+CORPSE\n+DontSplash\nStates\n{\nSpawn:\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\nTNT1 A 1\nloop\nSplash:\nBLOD A 0\nstop\nDeath:\nTNT1 A 0 A_PlaySound(\"blooddrop\")\nTNT1 A 0 A_SpawnItem (\"Nashgore_Bloodspot\", 5)\nXDT1 EFGHIJK 0\nStop\n}\n}\n\nACTOR BloodCloud\n{\ngame Doom\nscale 1.4\nmass 1\nrenderstyle Translucent\nalpha 0.9\nDecal BloodSplat\n+LOWGRAVITY\n+NOTELEPORT\n+NOBLOCKMAP\n+NOCLIP\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+DontSplash\n+MISSILE\n-NOGRAVITY\nSpeed 2\nstates\n{\nSpawn:\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n//BTRL ABCD 4\nBLOD ABCDDEEFFF 4\nstop\nDeath:\nTNT1 A 0\nStop\n\nSplash:\nBLOD A 0\nstop\n\n}\n}"
},
{
"source": "pk3",
"name": "actors/gore/BURN.txt",
"contents": "//////////////////////////////////////\n/// DISINTIGRATION /////////\n//////////////////////////////////////\nActor Fallout3Disintigration\n{\n\tGame Doom\n\tRadius 16\n\tHeight 56\n\tProjectilePassHeight -16\n\t+SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\n\t\tLD1A A 20 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tLD1A A 20 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tLD1A A 20 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tLD1A A 20 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tLD1A A 20 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tLD1A BCDEF 2 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tStop\n\t\t}\n}\n\nACTOR GenericBurningGuy\n{ Radius 1\n Height 1\n +NOTELEPORT\n +MOVEWITHSECTOR\n Mass 1000\n Health 100\nStates {\n Spawn:\n TNT1 A 0 BRIGHT\n TNT1 A 0 A_PlaySound(\"DSFDTHE\")\n BUR2 A 1 BRIGHT\n BUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n BURN FFGGHH 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n BURN IIJJKKLL 3 BRIGHT A_CustomMissile (\"BurnParticles\", 28, 0, random (0, 180), 2, random (0, 180))\n BURN MMN 3 BRIGHT A_CustomMissile (\"BurnParticles\", 32, 0, random (0, 180), 2, random (0, 180))\n BURN NOOPP 3 BRIGHT A_CustomMissile (\"BurnParticles\", 22, 0, random (0, 180), 2, random (0, 180))\n BURN QQ 3 BRIGHT A_CustomMissile (\"BurnParticles\", 18, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_PlaySound(\"DSFDTHE\")\n BURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile (\"SmallBurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n BURN UU 3 BRIGHT A_CustomMissile (\"BurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 360), 2, random (90, 110))\n BURN V -1\nSTOP\n}\n}\n\nACTOR 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 Burn\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n XDT3 A 0 A_Explode(5,30)\n\t\tTTRB A 0 bright A_CustomMissile (\"PlasmaSmoke\", 0, 0, random (0, 360), 2, random (60, 130))\n\t\tTTRB A 0 bright A_CustomMissile (\"FlameTrails\", 0, 0, random (0, 360), 2, random (60, 130))\n\t\tstop\n }\n}\n\nACTOR SmallBurnParticles: BurnParticles\n{\n\tDamageType Burn\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n XDT3 A 0 A_Explode(2,30)\n\t\tTTRB A 0 bright A_CustomMissile (\"PlasmaSmoke\", 0, 0, random (0, 360), 2, random (60, 130))\n\t\tTTRB A 0 bright A_CustomMissile (\"SmallFlameTrails\", 0, 0, random (0, 360), 2, random (60, 130))\n\t\tstop\n }\n}\n\nACTOR BurningZombieOld\n{ Radius 1\n Height 1\n +NOTELEPORT\n +MOVEWITHSECTOR\n Mass 1000\n Health 100\nStates {\n Spawn:\n TNT1 A 0 BRIGHT\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n BUR2 A 1 BRIGHT\n BUR2 AABBCCDDEE 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n BURN FFGGHH 3 BRIGHT A_CustomMissile (\"BurnParticles\", 36, 0, random (0, 180), 2, random (0, 180))\n BURN IIJJKKLL 3 BRIGHT A_CustomMissile (\"BurnParticles\", 28, 0, random (0, 180), 2, random (0, 180))\n BURN MMN 3 BRIGHT A_CustomMissile (\"BurnParticles\", 32, 0, random (0, 180), 2, random (0, 180))\n BURN NOOPP 3 BRIGHT A_CustomMissile (\"BurnParticles\", 22, 0, random (0, 180), 2, random (0, 180))\n BURN QQ 3 BRIGHT A_CustomMissile (\"BurnParticles\", 18, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n BURN RRSSTTSSRRSSTTSSRRSSTTRRSSTTSSRRSSTTSSRRSSTTSSTT 3 BRIGHT A_CustomMissile (\"SmallBurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n BURN UU 3 BRIGHT A_CustomMissile (\"BurnParticles\", 12, 0, random (0, 180), 2, random (0, 180))\n BURN VVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVVV 9 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 360), 2, random (90, 110))\n BURN V -1\n Stop}}\n\nACTOR DesintegratedHuman\n{ Radius 1\n Height 1\n +NOTELEPORT\n +MOVEWITHSECTOR\n Mass 1000\n Health 100\n\tScale 0.7\nStates {\n Spawn:\n\t TNT1 AAAAAAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n ID50 ABCDEF 7\n ID50 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 13 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 360), 2, random (90, 110))\n ID50 G -1\n Stop\n\t }}\n\nACTOR BurningOFFICER\n{\n Radius 12\n Height 56\n Speed 5\n Scale 0.98\n\tHealth 100\n\tGibHealth 25\n\tDAMAGEFACTOR \"Burn\", 0.0\n\tDAMAGEFACTOR \"Fire\", 0.0\n\tDAMAGEFACTOR \"Flames\", 0.0\n\tDAMAGEFACTOR \"Flame\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+FRIENDLY\n +FLOORCLIP\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near someone in flames.\"\n\tMaxDropOffHeight 6000\n\n\tMass 999999\n States\n {\n Spawn:\n OFBU A 0 A_CustomMissile(\"BurnParticles\", 28, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\tSuffer:\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n OFBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n\nGOTO DEATH\n\n\tFalling:\n\t OFBU AA 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU BB 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU AA 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n OFBU AA 1 Bright\n OFBU A 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n\t\tLoop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0\n\tGoto Looping\n\n\tLooping:\n\t OFBU AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n OFBU BBBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tOFBU AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tOFBU A 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n OFBU BBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n OFBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tLoop\n\n\tFallDeath:\n\t TNT1 AAAAAAAAAA 0 A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosionParticleHeavy\", 10, 0, random (0, 360), 2, random (20, 150))\n\t TNT1 AAAA 0 A_CustomMissile(\"XDeath1\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 A 0 A_Explode(100, 128)\n\t\tGoto Death\n Death:\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\n OFBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n OFBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n OFBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n OFBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nOFBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n OFBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nOFBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n OFBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n OFBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n OFBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n OFBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n OFBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nOFBU E -1\n Stop\n\n\tXDEATH:\n\tDEATH.SSG:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 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\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tStop\n }\n}\n\nACTOR BurningDOG\n{\n Radius 12\n Height 56\n Speed 5\n Scale 0.98\n\tHealth 100\n\tGibHealth 25\n\tDAMAGEFACTOR \"Burn\", 0.0\n\tDAMAGEFACTOR \"Fire\", 0.0\n\tDAMAGEFACTOR \"Flames\", 0.0\n\tDAMAGEFACTOR \"Flame\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+FRIENDLY\n +FLOORCLIP\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near someone in flames.\"\n\tMaxDropOffHeight 6000\n\n\tMass 999999\n States\n {\n Spawn:\n DOBU A 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNDOG\")\n\t\tGoto Suffer\n\tSuffer:\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n DOBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 18, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\nGOTO DEATH\n\n\tFalling:\n\t DOBU AA 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU BB 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU AA 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n DOBU AA 1 Bright\n DOBU A 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n\t\tLoop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0\n\tGoto Looping\n\n\tLooping:\n\t DOBU AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n DOBU BBBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tDOBU AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tDOBU A 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n DOBU BBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n DOBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tLoop\n\n\tFallDeath:\n\t TNT1 AAAAAAAAAA 0 A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosionParticleHeavy\", 10, 0, random (0, 360), 2, random (20, 150))\n\t TNT1 AAAA 0 A_CustomMissile(\"XDeath1\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 A 0 A_Explode(100, 128)\n\t\tGoto Death\n Death:\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\nDOBU c -1\n Stop\n\n\tXDEATH:\n\tDEATH.SSG:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 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\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tStop\n }\n}\n\nACTOR BurningSS\n{\n Radius 12\n Height 56\n Speed 5\n Scale 0.98\n\tHealth 100\n\tGibHealth 25\n\tDAMAGEFACTOR \"Burn\", 0.0\n\tDAMAGEFACTOR \"Fire\", 0.0\n\tDAMAGEFACTOR \"Flames\", 0.0\n\tDAMAGEFACTOR \"Flame\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+FRIENDLY\n +FLOORCLIP\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near someone in flames.\"\n\tMaxDropOffHeight 6000\n\n\tMass 999999\n States\n {\n Spawn:\n SSBU A 0 A_CustomMissile(\"BurnParticles\", 28, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\tSuffer:\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n\nGOTO DEATH\n\n\tFalling:\n\t SSBU AA 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BB 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU AA 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU AA 1 Bright\n SSBU A 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n\t\tLoop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0\n\tGoto Looping\n\n\tLooping:\n\t SABU AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SSBU BBBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tSSBU A 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tLoop\n\n\tFallDeath:\n\t TNT1 AAAAAAAAAA 0 A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosionParticleHeavy\", 10, 0, random (0, 360), 2, random (20, 150))\n\t TNT1 AAAA 0 A_CustomMissile(\"XDeath1\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 A 0 A_Explode(100, 128)\n\t\tGoto Death\n Death:\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\n SSBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SSBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n SSBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SSBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nSSBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SSBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n SSBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SSBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n SSBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SSBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n SSBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SSBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nSSBU E -1\n Stop\n\n\tXDEATH:\n\tDEATH.SSG:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 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\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tStop\n }\n}\n\nACTOR BurningSA\n{\n Radius 12\n Height 56\n Speed 5\n Scale 0.98\n\tHealth 100\n\tGibHealth 25\n\tDAMAGEFACTOR \"Burn\", 0.0\n\tDAMAGEFACTOR \"Fire\", 0.0\n\tDAMAGEFACTOR \"Flames\", 0.0\n\tDAMAGEFACTOR \"Flame\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+FRIENDLY\n +FLOORCLIP\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near someone in flames.\"\n\tMaxDropOffHeight 6000\n\n\tMass 999999\n States\n {\n Spawn:\n SABU A 0 A_CustomMissile(\"BurnParticles\", 28, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\tSuffer:\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n SABU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SABU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n\nGOTO DEATH\n\n\tFalling:\n\t SABU AA 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n SABU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU BB 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n SABU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU AA 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n SABU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SABU AA 1 Bright\n SABU A 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n\t\tLoop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0\n\tGoto Looping\n\n\tLooping:\n\t SABU AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n SABU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SABU BBBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n SABU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tSABU AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tSABU A 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SABU BBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n SABU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tLoop\n\n\tFallDeath:\n\t TNT1 AAAAAAAAAA 0 A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosionParticleHeavy\", 10, 0, random (0, 360), 2, random (20, 150))\n\t TNT1 AAAA 0 A_CustomMissile(\"XDeath1\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 A 0 A_Explode(100, 128)\n\t\tGoto Death\n Death:\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\n SABU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SABU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n SABU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SABU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n SABU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SABU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n SABU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SABU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n SABU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SABU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n SABU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SABU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nSABU E -1\n Stop\n\n\tXDEATH:\n\tDEATH.SSG:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 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\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tStop\n }\n}\n\nACTOR BurningZombie\n{\n Radius 12\n Height 56\n Speed 5\n Scale 0.85\n\tHealth 100\n\tGibHealth 25\n\tDAMAGEFACTOR \"Burn\", 0.0\n\tDAMAGEFACTOR \"Fire\", 0.0\n\tDAMAGEFACTOR \"Flames\", 0.0\n\tDAMAGEFACTOR \"Flame\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+FRIENDLY\n +FLOORCLIP\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near someone in flames.\"\n\tMaxDropOffHeight 6000\n\n\tMass 999999\n States\n {\n Spawn:\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNMU\")\n\t\tGoto Suffer\n\tSuffer:\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\nTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 6, \"Death\")\n\tLoop\n\n\tFalling:\n\t BDT2 AA 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT2 BB 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT2 CC 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT2 DD 1 Bright\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n\t\tLoop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0\n\tGoto Looping\n\n\tLooping:\n\t BDT3 AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n BDT3 BBBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT3 CCCC 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n BDT3 DDDD 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tLoop\n\n\tFallDeath:\n\t TNT1 AAAAAAAAAA 0 A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosionParticleHeavy\", 10, 0, random (0, 360), 2, random (20, 150))\n\t TNT1 AAAA 0 A_CustomMissile(\"XDeath1\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 A 0 A_Explode(100, 128)\n\t\tGoto Death\n Death:\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\n\t\tTNT1 A 0 A_Jump(128, \"Death2\")\n BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n NJEX AAAAAAAAAAAAAAAAAA 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n NJEX AAAAAAAAAAAAAAAAAA 10 Bright A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tNJEX A -1\n Stop\n\tDeath2:\n\t BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n NJEX BBBBBBBBBBBBBBBBBB 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n NJEX BBBBBBBBBBBBBBBBBB 10 Bright A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tNJEX B -1\n Stop\n\tXDEATH:\n\tDEATH.SSG:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 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\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tStop\n }\n}\n\nACTOR NAZICREEPER\n{\n Radius 12\n Height 56\n Speed 5\n Scale 0.98\n\tHealth 100\n\tGibHealth 25\n\tDAMAGEFACTOR \"Burn\", 0.0\n\tDAMAGEFACTOR \"Fire\", 0.0\n\tDAMAGEFACTOR \"Flames\", 0.0\n\tDAMAGEFACTOR \"Flame\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+FRIENDLY\n +FLOORCLIP\n -Solid\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was kill by a Kamikaze Officer.\"\n\tMaxDropOffHeight 6000\n\n\tMass 999999\n States\n {\n Spawn:\n SPOS A 0\nTNT1 A 1 A_SpawnItem(\"NAZI_EXPLODE\")\nStop\n}}\n\nACTOR NAZI_EXPLODE\n{\n Radius 12\n Height 56\n Speed 5\n Scale 0.98\n\tHealth 100\n\tGibHealth 25\n\tDAMAGEFACTOR \"Burn\", 0.0\n\tDAMAGEFACTOR \"Fire\", 0.0\n\tDAMAGEFACTOR \"Flames\", 0.0\n\tDAMAGEFACTOR \"Flame\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+FRIENDLY\n +FLOORCLIP\n -Solid\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was kill by a Kamikaze Officer.\"\n\tMaxDropOffHeight 6000\n\n\tMass 999999\n States\n {\n Spawn:\n SPOS A 0\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\tSuffer:\n SPOS AAA 1 A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SPOS B 0\n\t\tSPOS B 0\n SPOS CCC 1 A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SPOS C 0\n\t\tSPOS C 0\n\t\tTNT1 A 0 A_Recoil(-1)\n SPOS DDD 0\n\t\tSpos D 0\n\nTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 20, \"Death\")\n\tLoop\n\n Death:\nSPOS B 1\n TNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 8 A_CustomMissile (\"ExplosionSmoke\", 1, 0, random (0, 360), 2, random (50, 130))\n\n\t\tStop\n\n }\n}\n\nACTOR Burninggrenadier\n{\n Radius 12\n Height 56\n Speed 5\n Scale 0.85\n\tHealth 100\n\tGibHealth 25\n\tDAMAGEFACTOR \"Burn\", 0.0\n\tDAMAGEFACTOR \"Fire\", 0.0\n\tDAMAGEFACTOR \"Flames\", 0.0\n\tDAMAGEFACTOR \"Flame\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+FRIENDLY\n +FLOORCLIP\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near someone in flames.\"\n\tMaxDropOffHeight 6000\n\n\tMass 999999\n States\n {\n Spawn:\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\tSuffer:\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\nGOTO DEATH\n\n\tFalling:\n\t BDT2 AA 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT2 BB 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT2 CC 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT2 DD 1 Bright\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n\t\tLoop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0\n\tGoto Looping\n\n\tLooping:\n\t BDT3 AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n BDT3 BBBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT3 CCCC 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n BDT3 DDDD 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tLoop\n\n\tFallDeath:\n\t TNT1 AAAAAAAAAA 0 A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosionParticleHeavy\", 10, 0, random (0, 360), 2, random (20, 150))\n\t TNT1 AAAA 0 A_CustomMissile(\"XDeath1\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 A 0 A_Explode(100, 128)\n\t\tGoto Death\n Death:\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\n\t\tTNT1 A 0 A_Jump(128, \"Death2\")\n BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n NJEX AAAAAAAAAAAAAAAAAA 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n NJEX AAAAAAAAAAAAAAAAAA 10 Bright A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tNJEX A -1\n Stop\n\tDeath2:\n\t BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n NJEX BBBBBBBBBBBBBBBBBB 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n NJEX BBBBBBBBBBBBBBBBBB 10 Bright A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tNJEX B -1\n Stop\n\tXDEATH:\n\tDEATH.SSG:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 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\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tStop\n }\n}\n\nACTOR Burningfemale\n{\n Radius 12\n Height 56\n Speed 5\n Scale 0.85\n\tHealth 100\n\tGibHealth 25\n\tDAMAGEFACTOR \"Burn\", 0.0\n\tDAMAGEFACTOR \"Fire\", 0.0\n\tDAMAGEFACTOR \"Flames\", 0.0\n\tDAMAGEFACTOR \"Flame\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+FRIENDLY\n +FLOORCLIP\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near someone in flames.\"\n\tMaxDropOffHeight 6000\n\n\tMass 999999\n States\n {\n Spawn:\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNFE\")\n\t\tGoto Suffer\n\tSuffer:\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n BDT1 AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 CCC 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT1 DDD 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_GiveInventory(\"PoorGuyBurningLife\", 1)\n\t\tTNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\nGOTO DEATH\n\n\tFalling:\n\t BDT2 AA 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT2 BB 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT2 CC 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n BDT2 DD 1 Bright\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT1 B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n\t\tLoop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0\n\tGoto Looping\n\n\tLooping:\n\t BDT3 AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n BDT3 BBBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tBDT3 CCCC 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tBDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n BDT3 DDDD 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n BDT1 B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tLoop\n\n\tFallDeath:\n\t TNT1 AAAAAAAAAA 0 A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosionParticleHeavy\", 10, 0, random (0, 360), 2, random (20, 150))\n\t TNT1 AAAA 0 A_CustomMissile(\"XDeath1\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 A 0 A_Explode(100, 128)\n\t\tGoto Death\n Death:\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\n\t\tTNT1 A 0 A_Jump(128, \"Death2\")\n BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n NJEX AAAAAAAAAAAAAAAAAA 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n NJEX AAAAAAAAAAAAAAAAAA 10 Bright A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tNJEX A -1\n Stop\n\tDeath2:\n\t BDT1 EEFFGGHHiijjkkLLmm 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n NJEX BBBBBBBBBBBBBBBBBB 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n NJEX BBBBBBBBBBBBBBBBBB 10 Bright A_CustomMissile(\"PlasmaSmoke\", 15, 0, random (0, 360), 2, random (50, 130))\n\t\tNJEX B -1\n Stop\n\tXDEATH:\n\tDEATH.SSG:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 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\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tStop\n }\n}\n\n//////HEIL.....HIT......LER.....\n\nACTOR BurningHITLER\n{\n Radius 12\n Height 56\n Speed 5\n Scale 0.98\n\tHealth 100\n\tGibHealth 25\n\tDAMAGEFACTOR \"Burn\", 0.0\n\tDAMAGEFACTOR \"Fire\", 0.0\n\tDAMAGEFACTOR \"Flames\", 0.0\n\tDAMAGEFACTOR \"Flame\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+FRIENDLY\n +FLOORCLIP\n\t+SHOOTABLE\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near Hitler in flames.\"\n\tMaxDropOffHeight 6000\n\n\tMass 999999\n States\n {\n Spawn:\n HIBU A 0 A_CustomMissile(\"BurnParticles\", 28, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\tSuffer:\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n\nGOTO DEATH\n\n\tFalling:\n\t HIBU AA 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BB 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU AA 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU AA 1 Bright\n HIBU A 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n\t\tLoop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0\n\tGoto Looping\n\n\tLooping:\n\tHIBU AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n HIBU BBBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tHIBU A 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tLoop\n\n\tFallDeath:\n\t TNT1 AAAAAAAAAA 0 A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosionParticleHeavy\", 10, 0, random (0, 360), 2, random (20, 150))\n\t TNT1 AAAA 0 A_CustomMissile(\"XDeath1\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 A 0 A_Explode(100, 128)\n\t\tGoto Death\n Death:\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\n AUEV AAAA 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n AUEV BBBB 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nAUEV AAAA 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n AUEV BBBB 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nAUEV AAAA 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n AUEV BBBB 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nAUEV AAAA 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n AUEV BBBB 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nAUEV AAAA 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n AUEV BBBB 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nAUEV AAAA 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n AUEV BBBB 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nAUEV C -1\n Stop\n\n\tXDEATH:\n\tDEATH.SSG:\n\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t TNT1 AA 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AA 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\tTNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BurningFlyingMeatPiece\", 64, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tStop\n }\n}\n\nACTOR adeseinellamerda\n{\n Radius 12\n Height 56\n Speed 5\n Scale 0.98\n\tGibHealth 25\n\tDAMAGEFACTOR \"Burn\", 0.0\n\tDAMAGEFACTOR \"Fire\", 0.0\n\tDAMAGEFACTOR \"Flames\", 0.0\n\tDAMAGEFACTOR \"Flame\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\n\tMONSTER\n\t-COUNTKILL\n\t+INVULNERABLE\n\t+FRIENDLY\n +FLOORCLIP\n-solid\n\t+SHOOTABLE\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near Hitler in flames.\"\n\tMaxDropOffHeight 6000\n\n\tMass 999999\n States\n {\n Spawn:\n HIBU A 0 A_CustomMissile(\"BurnParticles\", 28, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\tSuffer:\n HIBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_JumpIf(momz < 0, \"Falling\")\n\nTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 20, \"Death\")\n\tLoop\n\n\tFalling:\n\t HIBU AA 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU BB 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU AA 1 Bright\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n HIBU AA 1 Bright\n HIBU A 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_JumpIf(momz == 0, \"fallDeath\")\n\t\tLoop\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\tTNT1 A 0\n\tGoto Looping\n\n\tLooping:\n\tHIBU AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n HIBU BBBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tHIBU AAAA 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n\t\tHIBU A 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n HIBU BBB 1 Bright A_JumpIf(momz == 0, \"fallDeath\")\n HIBU B 0 A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n\t\tLoop\n\n\tFallDeath:\n\t TNT1 AAAAAAAAAA 0 A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosionParticleHeavy\", 10, 0, random (0, 360), 2, random (20, 150))\n\t TNT1 AAAA 0 A_CustomMissile(\"XDeath1\", 10, 0, random (0, 360), 2, random (20, 150))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath\")\n\t\tTNT1 A 0 A_Explode(100, 128)\n\t\tGoto Death\n Death:\n\t TNT1 A 0 A_Fall\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\n AUEV AAAA 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n AUEV BBBB 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nAUEV AAAA 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n AUEV BBBB 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nAUEV AAAA 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n AUEV BBBB 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nAUEV AAAA 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n AUEV BBBB 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nAUEV AAAA 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n AUEV BBBB 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nAUEV AAAA 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n AUEV BBBB 3 Bright\nAUEV AAAA 3 Bright\n AUEV BBBB 3 Bright\nAUEV AAAA 3 Bright\n//TNT1 A 0 A_CustomMissile(\"HITLER\", 0, 0, 0)\n Stop\n\n }\n}\n\nACTOR INBurningSS\n{\n Radius 12\n Height 56\n Speed 5\n Scale 0.98\n\t+INVULNERABLE\n\tMONSTER\n\t-COUNTKILL\n\t+FRIENDLY\n +FLOORCLIP\n-SOLID\n\t+SHOOTABLE\n\t+NOBLOCKMONST\n\tGravity 0.7\n\tbloodtype \"DeadBlood\"\n Obituary \"%o was near someone in flames.\"\n\tMaxDropOffHeight 6000\n\tDAMAGEFACTOR \"Avoid\", 0.0\n\tDAMAGEFACTOR \"CUTLESS\", 0.0\n\tPainChance \"Kick\", 0\n\tDAMAGEFACTOR \"Head\", 0\n\tDAMAGEFACTOR \"Stomp\", 0.0\n DAMAGEFACTOR \"Bullet\", 0\n\tDAMAGEFACTOR \"MINORHead\", 0\n DAMAGEFACTOR \"Explosive\", 0\n DAMAGEFACTOR \"ExplosiveImpact\",0\n\tMass 999999\n States\n {\n Spawn:\n SSBU A 0 A_CustomMissile(\"BurnParticles\", 28, 0, random (0, 360), 2, random (50, 130))\n TNT1 A 0 A_PlaySound(\"BURNZOM\")\n\t\tGoto Suffer\n\tSuffer:\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\n SSBU AAA 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n SSBU BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tSSBU B 0 A_CustomMissile(\"ExplosionParticleVerySlow\", 40, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_Recoil(-1)\n SSBU B 0 A_CustomMissile(\"BurnParticles\", 40, 0, random (0, 360), 2, random (50, 130))\n\nGOTO DEATH\n\n Death:\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\n SSBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SSBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n SSBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SSBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nSSBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SSBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n SSBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SSBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n SSBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SSBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\n SSBU CCCC 3 Bright A_CustomMissile(\"BurnParticles\", 20, 0, random (0, 360), 2, random (50, 130))\n SSBU DDDD 3 Bright A_CustomMissile(\"BurnParticles\", 10, 0, random (0, 360), 2, random (50, 130))\nSSBU E -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/gore/GENERALSGORE.txt",
"contents": "//////////////////////////////////////////\n// UNIVERSAL BOSS GIBS //////\n// used on various actors //////\n//////////////////////////////////////////\nACTOR BigBOSSGibBase\n{\n\tHealth 100\n\tMass 1000\n\tRadius 12\n\tHeight 10\n\t+SHOOTABLE\n\t-CLIENTSIDEONLY\n\t-SOLID\n\t+NOTELEPORT\n\t+MOVEWITHSECTOR\n\t+DONTSPLASH\n\t+NOBLOCKMONST\n\t+GHOST\n\tDAMAGEFACTOR \"Plasma\", 20.0\n\tDAMAGEFACTOR \"Blood\", 0.0\n\tDAMAGEFACTOR \"GreenBlood\", 0.0\n\tDAMAGEFACTOR \"BlueBlood\", 0.0\n\tDAMAGEFACTOR \"Taunt\", 0.0\n\tDAMAGEFACTOR \"KillMe\", 0.0\n\tDAMAGEFACTOR \"Avoid\", 0.0\n\tDAMAGEFACTOR \"Taunt\", 0.0\n\tDAMAGEFACTOR \"Trample\", 5000.0\n\tStates\n{\n\tSpawn:\n\t\tTNT1 A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tLoop\n\n\tDeath:\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n\tDeath.plasma:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0\n\t\tStop\n\n\tDeath.Trample:\n\tCrush:\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tCRS1 A 5\n\t\tCRS1 A -1\n\t\tStop\n\t\t}\n}\n\n///////////////////////////////////////\n//OTTO GIFTMACHER GIBS - Arms /////\n///////////////////////////////////////\nACTOR XDeathOTTOARM\n{\nRadius 8\nHeight 8\nScale 0.8\nSpeed 8\nMass 1\ngravity 0.5\nDecal BrutalBloodSplat\nBounceFACTOR 0.5\n+DOOMBOUNCE\n+MOVEWITHSECTOR\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOTELEPORT\n+MISSILE\nseesound \"bloood\"\ndeathsound \"bloood\"\nStates\n{\nSpawn:\nTNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\nOTAR AAAA 5 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nLoop\nDeath:\nOTAR A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nOTAR A 0 A_SpawnItem(\"OTTOARM\")\nStop\n}\n}\n\nACTOR OTTOARM: BigBOSSGibBase\n{\nScale 0.8\nStates\n{\nSpawn:\nOTAR A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nLoop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\nDeath:\nTNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nTNT1 A 0 A_CustomMissile (\"GibHand\", 0, 0, random (0, 180), 2, random (0, 180))\nTNT1 A 0 A_CustomMissile (\"GibArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\nDeath.Kick:\nDeath.Melee:\nDeath.SuperPunch:\nOTAR A 1 A_FaceTarget\nTNT1 A 0 A_CustomMissile (\"XDEATHOTTOARM\", 5, 0, random (170, 190), 2, random (20, 40))\nStop\nPain:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,20,0,1)\nOTAR AAAA 3\nGoto Spawn\n\nDeath.ExplosiveImpact:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,50,0,1)\nOTAR A 6\nOTAR AAAAAAAAA 6 A_CheckFloor(\"Landz\")\nGoto Landz\nLandz:\nOTAR A 0 A_SpawnItem(\"OTTOARM\")\nStop\n}}\n\nACTOR XDEATHOTTOLEG\n{\nRadius 8\nHeight 8\nScale 0.8\nSpeed 8\nMass 1\ngravity 0.5\nDecal BrutalBloodSplat\nBounceFACTOR 0.5\n+DOOMBOUNCE\n+MOVEWITHSECTOR\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOTELEPORT\n+MISSILE\nseesound \"bloood\"\ndeathsound \"bloood\"\nStates\n{\nSpawn:\nTNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\nOTLE AAAA 5 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nLoop\nDeath:\nOTLE A 1\nOTLE A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nOTLE A 0 A_SpawnItem(\"OTTOLEG\")\nStop\n}\n}\n\nACTOR OTTOLEG: BigBOSSGibBase\n{\nScale 0.8\nStates\n{\nSpawn:\nOTLE A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nLoop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\nDeath:\nTNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nTNT1 A 0 A_CustomMissile (\"GibHand\", 0, 0, random (0, 180), 2, random (0, 180))\nTNT1 A 0 A_CustomMissile (\"GibArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\nDeath.Kick:\nDeath.Melee:\nDeath.SuperPunch:\nOTLE A 1 A_FaceTarget\nTNT1 A 0 A_CustomMissile (\"XDeathOTTOLEG\", 5, 0, random (170, 190), 2, random (20, 40))\nStop\nPain:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,20,0,1)\nOTLE AAAA 3\nGoto Spawn\n\nDeath.ExplosiveImpact:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,50,0,1)\nOTLE A 6\nOTLE AAAAAAAAA 6 A_CheckFloor(\"Landz\")\nGoto Landz\nLandz:\nOTLE A 0 A_SpawnItem(\"OTTOLEG\")\nStop\n}}\n\nACTOR XDEATHOTTOBUSTO\n{\nRadius 8\nHeight 8\nScale 0.8\nSpeed 8\nMass 1\ngravity 0.5\nDecal BrutalBloodSplat\nBounceFACTOR 0.5\n+DOOMBOUNCE\n+MOVEWITHSECTOR\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOTELEPORT\n+MISSILE\nseesound \"bloood\"\ndeathsound \"bloood\"\nStates\n{\nSpawn:\nTNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\nOTBU AAAA 5 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nLoop\nDeath:\nOTBU A 1\nOTBU A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nOTBU A 0 A_SpawnItem(\"OTTOBUSTO\")\nStop\n}\n}\n\nACTOR OTTOBUSTO: BigBOSSGibBase\n{\nScale 0.8\nStates\n{\nSpawn:\nOTBU A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nLoop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\nDeath:\nTNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nTNT1 A 0 A_CustomMissile (\"GibHand\", 0, 0, random (0, 180), 2, random (0, 180))\nTNT1 A 0 A_CustomMissile (\"GibArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\nDeath.Kick:\nDeath.Melee:\nDeath.SuperPunch:\nOTLE A 1 A_FaceTarget\nTNT1 A 0 A_CustomMissile (\"XDEATHOTTOBUSTO\", 5, 0, random (170, 190), 2, random (20, 40))\nStop\nPain:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,20,0,1)\nOTBU AAAA 3\nGoto Spawn\n\nDeath.ExplosiveImpact:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,50,0,1)\nOTBU A 6\nOTBU AAAAAAAAA 6 A_CheckFloor(\"Landz\")\nGoto Landz\nLandz:\nOTBU I 0 A_SpawnItem(\"OTTOBUSTO\")\nStop\n}}\n\nACTOR XDEATHOTTOHEAD\n{\nRadius 8\nHeight 8\nScale 0.8\nSpeed 8\nMass 1\ngravity 0.5\nDecal BrutalBloodSplat\nBounceFACTOR 0.5\n+DOOMBOUNCE\n+MOVEWITHSECTOR\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOTELEPORT\n+MISSILE\nseesound \"bloood\"\ndeathsound \"bloood\"\nStates\n{\nSpawn:\nTNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\nOTHE AAAA 5 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nLoop\nDeath:\nOTHE A 1\nOTHE A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nOTHE A 0 A_SpawnItem(\"OTTOHEAD\")\nStop\n}\n}\n\nACTOR OTTOHEAD: BigBOSSGibBase\n{\nScale 0.8\nStates\n{\nSpawn:\nOTHE A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nLoop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\nDeath:\nTNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nTNT1 A 0 A_CustomMissile (\"GibHand\", 0, 0, random (0, 180), 2, random (0, 180))\nTNT1 A 0 A_CustomMissile (\"GibArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\nDeath.Kick:\nDeath.Melee:\nDeath.SuperPunch:\nOTHE A 1 A_FaceTarget\nTNT1 A 0 A_CustomMissile (\"XDEATHOTTOHEAD\", 5, 0, random (170, 190), 2, random (20, 40))\nStop\nPain:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,20,0,1)\nOTHE AAAA 3\nGoto Spawn\n\nDeath.ExplosiveImpact:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,50,0,1)\nOTHE A 6\nOTHE AAAAAAAAA 6 A_CheckFloor(\"Landz\")\nGoto Landz\nLandz:\nOTHE I 0 A_SpawnItem(\"OTTOHEAD\")\nStop\n\n}}\n\nActor RIPOTTO\n{\nRadius 12\nHeight 12\n+SHOOTABLE\n-SOLID\n+NOTELEPORT\n+MOVEWITHSECTOR\n+CORPSE\n+FLOORCLIP\nMass 1000\nHealth 100\nDAMAGEFACTOR \"Blood\", 0.0\nPainChance \"Melee\", 255\nDAMAGEFACTOR \"Melee\", 20.0\nDAMAGEFACTOR \"Kick\", 20.0\nDAMAGEFACTOR \"Fatality\", 20.0\nDAMAGEFACTOR \"Trample\", 0.0\nDAMAGEFACTOR \"ExplosiveImpact\", 10.0\nStates\n{\n\nSpawn:\nWBA8 E -1\nStop\nDeath:\nTNT1 A 0 A_SpawnItem(\"GibsZ\")\nTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\nStop\n\nDeath.Plasma: Death.Plasma2:\nTNT1 A 0\nTNT1 A 0 A_XScream\nTNT1 A 0 A_NoBlocking\nTNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\nEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\nTNT1 A 0\nStop\n\n}\n}\n\n//////GENERAL FETTGHEIST\n\nACTOR XDeathFATARM\n{\nRadius 8\nHeight 8\nScale 0.8\nSpeed 8\nMass 1\ngravity 0.5\nDecal BrutalBloodSplat\nBounceFACTOR 0.5\n+DOOMBOUNCE\n+MOVEWITHSECTOR\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOTELEPORT\n+MISSILE\nseesound \"bloood\"\ndeathsound \"bloood\"\nStates\n{\nSpawn:\nTNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\nFAAR AAAA 5 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nLoop\nDeath:\nFAAR A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nFAAR A 0 A_SpawnItem(\"FATARM\")\nStop\n}\n}\n\nACTOR FATARM: BigBOSSGibBase\n{\nScale 0.8\nStates\n{\nSpawn:\nFAAR A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nLoop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\nDeath:\nTNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nTNT1 A 0 A_CustomMissile (\"GibHand\", 0, 0, random (0, 180), 2, random (0, 180))\nTNT1 A 0 A_CustomMissile (\"GibArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\nDeath.Kick:\nDeath.Melee:\nDeath.SuperPunch:\nFAAR A 1 A_FaceTarget\nTNT1 A 0 A_CustomMissile (\"XDEATHFATARM\", 5, 0, random (170, 190), 2, random (20, 40))\nStop\nPain:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,20,0,1)\nFAAR AAAA 3\nGoto Spawn\n\nDeath.ExplosiveImpact:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,50,0,1)\nFAAR A 6\nFAAR AAAAAAAAA 6 A_CheckFloor(\"Landz\")\nGoto Landz\nLandz:\nFAAR A 0 A_SpawnItem(\"FATARM\")\nStop\n}}\n\nACTOR XDEATHFATLEG\n{\nRadius 8\nHeight 8\nScale 0.8\nSpeed 8\nMass 1\ngravity 0.5\nDecal BrutalBloodSplat\nBounceFACTOR 0.5\n+DOOMBOUNCE\n+MOVEWITHSECTOR\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOTELEPORT\n+MISSILE\nseesound \"bloood\"\ndeathsound \"bloood\"\nStates\n{\nSpawn:\nTNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\nFALE AAAA 5 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nLoop\nDeath:\nFALE A 1\nFALE A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nFALE A 0 A_SpawnItem(\"FATLEG\")\nStop\n}\n}\n\nACTOR FATLEG: BigBOSSGibBase\n{\nScale 0.8\nStates\n{\nSpawn:\nFALE A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nLoop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\nDeath:\nTNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nTNT1 A 0 A_CustomMissile (\"GibHand\", 0, 0, random (0, 180), 2, random (0, 180))\nTNT1 A 0 A_CustomMissile (\"GibArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\nDeath.Kick:\nDeath.Melee:\nDeath.SuperPunch:\nFALE A 1 A_FaceTarget\nTNT1 A 0 A_CustomMissile (\"XDEATHFATLEG\", 5, 0, random (170, 190), 2, random (20, 40))\nStop\nPain:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,20,0,1)\nFALE AAAA 3\nGoto Spawn\n\nDeath.ExplosiveImpact:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,50,0,1)\nFALE A 6\nFALE AAAAAAAAA 6 A_CheckFloor(\"Landz\")\nGoto Landz\nLandz:\nFALE A 0 A_SpawnItem(\"FATLEG\")\nStop\n}}\n\nACTOR XDEATHFATBUSTO\n{\nRadius 8\nHeight 8\nScale 0.8\nSpeed 8\nMass 1\ngravity 0.5\nDecal BrutalBloodSplat\nBounceFACTOR 0.5\n+DOOMBOUNCE\n+MOVEWITHSECTOR\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOTELEPORT\n+MISSILE\nseesound \"bloood\"\ndeathsound \"bloood\"\nStates\n{\nSpawn:\nTNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\nFABU AAAA 5 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nLoop\nDeath:\nFABU A 1\nFABU A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nFABU A 0 A_SpawnItem(\"FATBUSTO\")\nStop\n}\n}\n\nACTOR FATBUSTO: BigBOSSGibBase\n{\nScale 0.8\nStates\n{\nSpawn:\nFABU A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nLoop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\nDeath:\nTNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nTNT1 A 0 A_CustomMissile (\"GibHand\", 0, 0, random (0, 180), 2, random (0, 180))\nTNT1 A 0 A_CustomMissile (\"GibArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\nDeath.Kick:\nDeath.Melee:\nDeath.SuperPunch:\nFABU A 1 A_FaceTarget\nTNT1 A 0 A_CustomMissile (\"XDEATHFATBUSTO\", 5, 0, random (170, 190), 2, random (20, 40))\nStop\nPain:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,20,0,1)\nFABU AAAA 3\nGoto Spawn\n\nDeath.ExplosiveImpact:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,50,0,1)\nFABU A 6\nFABU AAAAAAAAA 6 A_CheckFloor(\"Landz\")\nGoto Landz\nLandz:\nFABU I 0 A_SpawnItem(\"FATBUSTO\")\nStop\n}}\n\nACTOR XDEATHFATHEAD\n{\nRadius 8\nHeight 8\nScale 0.8\nSpeed 8\nMass 1\ngravity 0.5\nDecal BrutalBloodSplat\nBounceFACTOR 0.5\n+DOOMBOUNCE\n+MOVEWITHSECTOR\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOTELEPORT\n+MISSILE\nseesound \"bloood\"\ndeathsound \"bloood\"\nStates\n{\nSpawn:\nTNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\nFAHE AAAA 5 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nLoop\nDeath:\nFAHE A 1\nFAHE A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nFAHE A 0 A_SpawnItem(\"FATHEAD\")\nStop\n}\n}\n\nACTOR FATHEAD: BigBOSSGibBase\n{\nScale 0.8\nStates\n{\nSpawn:\nFAHE A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nLoop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\nDeath:\nTNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nTNT1 A 0 A_CustomMissile (\"GibHand\", 0, 0, random (0, 180), 2, random (0, 180))\nTNT1 A 0 A_CustomMissile (\"GibArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\nDeath.Kick:\nDeath.Melee:\nDeath.SuperPunch:\nFAHE A 1 A_FaceTarget\nTNT1 A 0 A_CustomMissile (\"XDEATHFATHEAD\", 5, 0, random (170, 190), 2, random (20, 40))\nStop\nPain:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,20,0,1)\nFALE AAAA 3\nGoto Spawn\n\nDeath.ExplosiveImpact:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,50,0,1)\nFAHE A 6\nFAHE AAAAAAAAA 6 A_CheckFloor(\"Landz\")\nGoto Landz\nLandz:\nFAHE I 0 A_SpawnItem(\"FATHEAD\")\nStop\n\n}}\n\nActor RIPFAT\n{\nRadius 12\nHeight 12\n+SHOOTABLE\n-SOLID\n+NOTELEPORT\n+MOVEWITHSECTOR\n+CORPSE\n+FLOORCLIP\nMass 1000\nHealth 100\nDAMAGEFACTOR \"Blood\", 0.0\nPainChance \"Melee\", 255\nDAMAGEFACTOR \"Melee\", 20.0\nDAMAGEFACTOR \"Kick\", 20.0\nDAMAGEFACTOR \"Fatality\", 20.0\nDAMAGEFACTOR \"Trample\", 0.0\nDAMAGEFACTOR \"ExplosiveImpact\", 10.0\nStates\n{\n\nSpawn:\nWBA5 E -1\nStop\nDeath:\nTNT1 A 0 A_SpawnItem(\"GibsZ\")\nTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\nStop\n\nDeath.Plasma: Death.Plasma2:\nTNT1 A 0\nTNT1 A 0 A_XScream\nTNT1 A 0 A_NoBlocking\nTNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\nEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\nTNT1 A 0\nStop\n\n}\n}\n\n/////THE WORLD IS OURS!!!!!!!ADOLF HITLER///////\n\nACTOR DesintegratedHITLER\n{\nRadius 1\nHeight 1\nScale 0.8\nSpeed 0\nMass 1\nDecal BloodSuper\nBounceFACTOR 0.5\n+DOOMBOUNCE\n+MISSILE\n+NOBLOCKMAP\n+NOTELEPORT\n+MOVEWITHSECTOR\n+NOGRAVITY\n+NOCLIP\n+DONTSPLASH\nStates\n{\nSpawn:\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\nTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\nTNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\nTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathZombieLeg\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathZombieLeg2\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"HITLERHEAD\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\nStop\n}\n}\n\nACTOR HITLERHEAD\n{\nRadius 8\nHeight 8\nScale 0.8\nSpeed 8\nMass 1\ngravity 0.5\nDecal BrutalBloodSplat\nBounceFACTOR 0.5\n+DOOMBOUNCE\n+MOVEWITHSECTOR\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOTELEPORT\n+MISSILE\nseesound \"bloood\"\ndeathsound \"bloood\"\nStates\n{\nSpawn:\nTNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nTNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\nXDHI BCDE 5 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nLoop\nDeath:\nFAHE A 1\nXDHI A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nXDHI A 0 A_SpawnItem(\"HHEAD\")\nStop\n}\n}\n\nACTOR HHEAD: BigBOSSGibBase\n{\nScale 0.8\nStates\n{\nSpawn:\nXDHI A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nLoop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\nDeath:\nTNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nTNT1 A 0 A_CustomMissile (\"GibHand\", 0, 0, random (0, 180), 2, random (0, 180))\nTNT1 A 0 A_CustomMissile (\"GibArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\nDeath.Kick:\nDeath.Melee:\nDeath.SuperPunch:\nXDHI A 1 A_FaceTarget\nTNT1 A 0 A_CustomMissile (\"HITLERHEAD\", 5, 0, random (170, 190), 2, random (20, 40))\nStop\nPain:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,20,0,1)\nXDHI BCDE 3\nGoto Spawn\n\nDeath.ExplosiveImpact:\nTNT1 A 0\nTNT1 A 0 ThrustThingZ(0,50,0,1)\nXDHI A 6\nXDHI BCDEBCDE 6 A_CheckFloor(\"Landz\")\nGoto Landz\nLandz:\nXDHI A 0 A_SpawnItem(\"HHEAD\")\nStop\n}\n}\n\n//////////////////////////////////////\n// DR. SCHABBS GIBS\t- LEGS\t\t//////\n//////////////////////////////////////\nACTOR XDEATHSCHABBLEG\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.8\n\tSpeed 8\n\tMass 1\n\tGravity 0.5\n\tDecal BrutalBloodSplat\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MOVEWITHSECTOR\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+MISSILE\n\tSeeSound \"bloood\"\n\tDeathSound \"bloood\"\n\tStates\n{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tVSHL AAAA 5 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\n\tDeath:\n\t\tVSHL A 1\n\t\tVSHL A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tVSHL A 0 A_SpawnItem(\"SCHABBLEG\")\n\t\tStop\n\t\t}\n}\n\n///////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////\n// SCHABBS LEG - base //\n/////////////////////////////\nACTOR SCHABBLEG: BigBOSSGibBase\n{\n\tScale 0.8\n\tStates\n{\n\tSpawn:\n\t\tVSHL A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tLoop\n\n\tDeath.plasma:\n\tDeath.Burn:\n\tDeath.Flames:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n\tDeath:\n\t\tTNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_CustomMissile (\"GibHand\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_CustomMissile (\"GibArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tStop\n\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t\tVSHL A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDEATHSCHABBLEG\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\t\tVSHL AAAA 3\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\t\tVSHL A 6\n\t\tVSHL AAAAAAAAA 6 A_CheckFloor(\"Landz\")\n\tGoto Landz\n\n\tLandz:\n\t\tVSHL A 0 A_SpawnItem(\"SCHABBLEG\")\n\t\tStop\n\t\t}\n}\n\n//////////////////////////////////////\n// DR. SCHABBS GIBS\t- HEAD\t\t//////\n//////////////////////////////////////\nACTOR XDEATHSCHABBHEAD\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.8\n\tSpeed 8\n\tMass 1\n\tGravity 0.5\n\tDecal BrutalBloodSplat\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MOVEWITHSECTOR\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+MISSILE\n\tSeeSound \"bloood\"\n\tDeathSound \"bloood\"\n\tStates\n{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tVSHE AAAA 5 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\n\tDeath:\n\t\tVSHE A 1\n\t\tVSHE A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tVSHE A 0 A_SpawnItem(\"SCHABBHEAD\")\n\t\tStop\n\t\t}\n}\n///////////////////////////////////////////////////////////////////////////////////\n/////////////////////////////\n// SCHABBS HEAD - base //\n/////////////////////////////\nACTOR SCHABBHEAD: BigBOSSGibBase\n{\n\tScale 0.8\n\tStates\n{\n\tSpawn:\n\t\tVSHE A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tLoop\n\n\tDeath.plasma:\n\tDeath.Burn:\n\tDeath.Flames:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n\tDeath:\n\t\tTNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_CustomMissile (\"GibHand\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 A 0 A_CustomMissile (\"GibArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tStop\n\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t\tVSHE A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDEATHSCHABBHEAD\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\t\tVSHE AAAA 3\n\t\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\t\tVSHE A 6\n\t\tVSHE AAAAAAAAA 6 A_CheckFloor(\"Landz\")\n\t\tGoto Landz\n\n\tLandz:\n\t\tVSHE I 0 A_SpawnItem(\"SCHABBHEAD\")\n\t\tStop\n\t\t}\n}"
},
{
"source": "pk3",
"name": "actors/gore/GORE.txt",
"contents": "ACTOR GibsZ\n{\n Radius 1\n Height 1\n States\n {\n Spawn:\nGoto Death\nDeath:\nGIBS Z 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nGIBS Z 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop }}\n\nACTOR RevenantPiece\n{\nRadius 2\nHeight 2\nSpeed 7\nMass 3\nBounceFACTOR 0.4\nBounceCount 4\n+DOOMBOUNCE\n+NOBLOCKMAP\n+MISSILE\n+NOTELEPORT\n+DONTSPLASH\n+MOVEWITHSECTOR\n+CLIENTSIDEONLY\n+THRUACTORS\nScale 0.4\nStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 Thing_ChangeTID(0,394)\n\tTNT1 A 0 A_Jump(128,9)\n\tSPIC ABCDEFGH 2\n\twait\n\tSPIC HGFEDCBA 2\n\twait\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,2)\n\tSPIC A 401\n\tStop\n\tSPIC E 1\n\tSPIC E 401\n\tStop\n\t}\n}\n\nActor BrainStem2\n{\n\tGame Doom\n\tSpawnID 150\n\tRadius 20\n\tHeight 4\n\t+NOBLOCKMAP\n\t+MOVEWITHSECTOR\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItem(\"GiantBloodSpot\",0,0)\n\t\tBRS1 A -1\n\t\tStop\n\t}\n}\n\nActor Gibs2\n{\n Game Doom\n SpawnID 146\n ClearFlags\n}\n\nActor CrushedRemains: CurbstompedMarine\n{\n-SHOOTABLE\n+CLIENTSIDEONLY\n States\n {\n Spawn:\nCRS1 A 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\nCRS1 A -1 A_SpawnItem(\"BigBloodSpot\")\n Stop }}\n\n////Code by SGT_MARK_IV\nACTOR BigGibBase\n{ Radius 12\n Height 10\n +SHOOTABLE\n\t-CLIENTSIDEONLY\n -SOLID\n +NOTELEPORT\n +MOVEWITHSECTOR\n\t+DONTSPLASH\n\t+NOBLOCKMONST\n\t+GHOST\n DAMAGEFACTOR \"Plasma\", 20.0\n Mass 1000\n Health 100\n DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"Taunt\", 0.0 DAMAGEFACTOR \"KillMe\", 0.0 DAMAGEFACTOR \"Avoid\", 0.0 DAMAGEFACTOR \"Taunt\", 0.0\n DAMAGEFACTOR \"Trample\", 5000.0\nStates {\n Spawn:\nTNT1 A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death:\n \t TNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n Death.plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n Death.Trample:\n\tCrush:\n TNT1 AAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop}}\n\nACTOR LimbBase: BigGibBase\n{ Radius 6\n Height 4\n Mass 100\n Painchance 256\n Health 35\n +FORCEXYBILLBOARD\n\t+DONTSPLASH\n\t+SHOOTABLE\n\t-CLIENTSIDEONLY\n\t+NOBLOCKMONST\n\t-SOLID\n DeathSound \"misc/xdeath4\"\n DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"Taunt\", 0.0 DAMAGEFACTOR \"KillMe\", 0.0 DAMAGEFACTOR \"Avoid\", 0.0 DAMAGEFACTOR \"Taunt\", 0.0\n //DAMAGEFACTOR \"Plasma\", 99000.0\n DAMAGEFACTOR \"Trample\", 2.0\n\tDAMAGEFACTOR \"Kick\", 9.0\n\tDAMAGEFACTOR \"Explosive\", 0.1\n\tDAMAGEFACTOR \"ExplosiveImpact\", 9.1\n\tDAMAGEFACTOR \"Shrapnel\", 0.0\nDAMAGEFACTOR \"Melee\", 9.0\nDAMAGEFACTOR \"SuperPunch\", 9.0\nDAMAGEFACTOR \"Plasma\", 20.0\nStates {\n Spawn:\nTNT1 A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death:\n \t TNT1 AAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n XDT3 BCDEFGH 3\n Stop}}\n\nACTOR TinyGib\n{\n Radius 8\n Height 8\n\tSpeed 6\n\tMass 1\n gravity 0.5\n Scale 0.8\n\tDecal BrutalBloodSplat\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +NOBLOCKMAP\n +NOTELEPORT\n +MISSILE\n +FORCEXYBILLBOARD\n\t+DONTSPLASH\n\t+NOBLOCKMONST\n seesound \"bloood\"\n deathsound \"bloood\"\n States\n {\n Spawn:\n TNT1 A 1\n\t\tLoop\n }\n}\n\nACTOR BloodTrails\n{\nDecal BrutalBloodSplat\n game Doom\n\tAlpha 0.4\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\nGravity 0.05\n+NOCLIP\n +DontSplash\n-EXPLODEONWATER\n-ALLOWPARTICLES\n+CLIENTSIDEONLY\n-NOGRAVITY\nScale 1.2\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n //BLER GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.01)\n TNT1 AAAAAA 0 A_CustomMissile (\"BloodTr255G\", 0, 0, random (0, 360), 2, random (0, 180))\n //BLOD A 0 A_SpawnItem (\"Big_Blood\", 0, 10)\n stop\n }\n}\n\n// Blood trails spawned by FlyingBlood\nACTOR NashGore_FlyingBloodTrail8\n{\n game Doom\n scale 0.70\n mass 1\n Decal BrutalBloodSplat\n +LOWGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n+NOCLIP\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n-DONTSPLASH\n+MISSILE\n-NOGRAVITY\nSpeed 3\n states\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n BTRL A 8\n BTRL B 8\n BTRL C 8\n BTRL D 8\n stop\n\n\tSplash:\n BLOD A 0\n stop\n\n }\n}\n\nActor GreenBloodTrail\n{\n-NOGRAVITY\n+NOCLIP\nradius 16\nheight 16\ngravity 0.5\nScale 1.5\n translation \"168:191=112:127\",\"16:47=120:127\"\n+FORCEXYBILLBOARD\n +NOBLOCKMAP\nstates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTid(0,386)\n\t\tBLOD ABCD 2\n\t\tstop\n Splash:\n TNT1 A 0\n Stop\n\t}\n}\n\nActor BlueBloodTrail\n{\n-NOGRAVITY\n+NOCLIP\nradius 16\nheight 16\ngravity 0.5\nScale 1.5\ntranslation \"168:191=192:207\",\"16:47=240:247\"\ndecal CacoBloodSplat\n+FORCEXYBILLBOARD\nstates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTid(0,386)\n\t\tBLOD ABCD 2\n\t\tstop\n Splash:\n TNT1 A 0\n Stop\n\t}\n}\n\nACTOR XDeath1\n{\n Radius 8\n Height 8\n Speed 10\n Scale 1.2\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +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 XDT1 ABCD 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n XDT1 EFGHIJKL 5\n Stop\n TNT1 A 1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR XDeath2: XDeath1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n Speed 10\n\tGravity 0.4\n DeathSound \"misc/xdeath2\"\n\tDecal BrutalBloodSplat\n Scale 0.7\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XME1 ABCD 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n TNT1 AAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n //TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n XME1 E -1\n Stop\n Splash:\n TNT1 A 1\n\t\tXME1 E -1\n Stop\n }\n}\n\nACTOR XDeath2b: XDeath2\n{\nSpeed 4\n}\n\nACTOR XDeath3: XDeath2\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BrutalBloodSplat\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XME2 ABCD 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n TNT1 AAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n //TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n XME2 E -1\n Stop\n Splash:\n TNT1 A 1\n\t\tXME2 E -1\n Stop\n }\n}\n\nACTOR XDeath3b: XDeath3\n{\nSpeed 4\n}\n\nACTOR XDeath4: XDeath2\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XME3 ABCD 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n TNT1 AAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n //TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n XME3 E -1\n Stop\n Splash:\n TNT1 A 1\n\t\tXME3 E -1\n Stop\n }\n}\n\nACTOR XDeath5: XDeath2\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tScale 1.1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XME5 ABCD 3 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n TNT1 AAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n //TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n XME5 E -1\n Stop\n Splash:\n TNT1 A 1\n\t\tXME5 E -1\n Stop\n }\n}\n\nACTOR XDeathGuts: XDeath2\n{\n Scale 1.1\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XME4 AAAABBBBCCCCDDDD 2\n Loop\n Death:\n TNT1 AAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n //TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n XME4 E -1\n Stop\n Splash:\n TNT1 A 1\n\t\tXME4 E -1\n Stop\n }\n}\n\nACTOR GoreSound: XDeath2\n{\n SeeSound \"misc/xdeath4\"\n DeathSound \"none\"\n Decal \"None\"\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 2\n Loop\n Death:\n TNT1 BCDE 1\n Stop\n Splash:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR ShakeShakeShake: XDeath2\n{\n SeeSound \"none\"\n DeathSound \"none\"\n Decal \"None\"\n Gravity 1.0\n Speed 1\n States\n {\n Spawn:\n TNT1 A 5\n Goto Death\n Death:\n TNT1 A 1\n\t EXPL A 0 Radius_Quake (4, 24, 0, 15, 0)\n TNT1 A 20\n Stop\n }\n}\n\n//ACTOR XDeathMarineHead\n//{\n// Radius 8\n // Height 8\n // Speed 16\n\t//Mass 6\n\t//BounceFACTOR 0.5\n//\t+DOOMBOUNCE\n // +NOBLOCKMAP\n//\t+MISSILE\n // +NOTELEPORT\n // +DONTSPLASH\n // +MOVEWITHSECTOR\n // DeathSound \"misc/xdeath1\"\n//\tDecal BrutalBloodSplat\n // States\n // {\n // Spawn:\n\t// TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n // MHEA A 15 A_CustomMissile(\"Nashgore_FlyingBloodTrail\",0,0,180,2)\n // Loop\n // Death:\n // MHEA A -1\n // Stop\n // }\n//}\n\n//////ARMS////////\nACTOR XDeathArm1\n{\n Radius 8\n Height 8\n Scale 0.8\n\tSpeed 8\n\tMass 1\n gravity 0.5\n\tDecal BrutalBloodSplat\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +NOBLOCKMAP\n +NOTELEPORT\n +MISSILE\n seesound \"bloood\"\n deathsound \"bloood\"\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXARM ABCD 5 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n\t XDT5 I 1\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n XDT5 I 0 A_SpawnItem(\"Gib_Arm\")\n Stop\n }\n}\n\nACTOR Gib_Arm: LimbBase\n{\n Scale 0.8\n States\n {\n Spawn:\nGIB6 A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"GibHand\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"GibArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t GIB6 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1Kicked\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tXARM ABCD 3\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tXARM A 6\n\tXARM ABCDABCDABCD 6 A_CheckFloor(\"Landz\")\n\tGoto Landz\n\tLandz:\n\tXDT5 I 0 A_SpawnItem(\"Gib_Arm\")\n\tStop\n}}\n\nACTOR XDeathArm1Kicked: XDeathArm1\n{\n+ACTIVATEMCROSS\n+ACTIVATEIMPACT\n+CANUSEWALLS\n States\n {\n Spawn:\n\t TNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t XARM A 2\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t\tTNT1 A 0\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXARM ABCD 6 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tGoto Spawn+3\n\t}\n}\n\nACTOR GibArmPart: TinyGib\n{\n Scale 0.8\n States\n {\nSpawn:\nXDT5 Z 1\n Loop\n Death:\nXDT5 Z 1\n Loop\n}}\n\nACTOR GibHand: TinyGib\n{\n Scale 0.8\n States\n {\nSpawn:\nXDT5 Y 1\n Loop\n Death:\nXDT5 Y 1\n Loop\n}}\n\nACTOR XDeathArm2: XDeathArm1\n{\n\tSpeed 10\n}\n\nACTOR XDeathBullArm1: XDeathArm1\n{\n Scale 1.1\n Speed 9\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tHND8 ABCDEFGH 3 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n Death.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedDemonArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t HND8 A 0\n HND8 A 0 A_SpawnItem(\"Gib_DemonArm\",0,0,0,1)\n Stop\n }\n}\n\nACTOR XDeathDemonArm: XDeathBullArm1\n{\n Scale 1.1\n}\n\nACTOR Gib_DemonArm: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\nHND8 A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"GibDemonHand\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"GibDemonArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t HND8 AA 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBullArm1Kicked\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tHND8 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tHND8 A 5\n\tHND8 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor(\"Landz\")\n\tGoto Landz\n\tLandz:\n\n\tXDT5 I 0 A_SpawnItem(\"Gib_DemonArm\")\n\tStop\n}}\n\nACTOR XDeathBullArm1Kicked: XDeathBullArm1\n{\n+ACTIVATEMCROSS\n+ACTIVATEIMPACT\n+CANUSEWALLS\n}\n\nACTOR GibDemonArmPart: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\nHND8 Z 1\n Loop\n Death:\nHND8 Z 1\n Loop\n}}\n\nACTOR GibDemonHand: TinyGib\n{\n Scale 0.8\n States\n {\nSpawn:\nHND8 Y 1\n Loop\n Death:\nHND8 Y 1\n Loop\n}}\n\nACTOR XDeathImpArm: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tHND4 ABCDEFGH 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedImpArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t HND4 A 1\n HND4 A 0 A_SpawnItem(\"Gib_ImpArm\",0,0,0,1)\n Stop\n }\n}\n\nACTOR Gib_ImpArm: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n HND4 A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedImpArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"GibImpHand\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"GibImpArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t HND4 AA 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tHND4 ABCDEFGH 3\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tHND4 A 5\n\tHND4 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor(\"Landz\")\n\tGoto Landz\n\tLandz:\n\tXDT5 I 0 A_SpawnItem(\"Gib_ImpArm\")\n\tStop\n}}\n\nACTOR GibImpArmPart: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\n HND4 Z 1\n Loop\n Death:\n HND4 Z 1\n Loop\n}}\n\nACTOR GibImpHand: TinyGib\n{\n Scale 0.8\n States\n {\nSpawn:\n HND4 Y 1\n Loop\n Death:\n HND4 Y 1\n Loop\n}}\n\n/////////////////////\n//LEGS\n/////////////////////\nACTOR XDeathZombieLeg: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tLEG1 ABCDEFGH 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t LEG1 E 1 A_SpawnItem(\"Gib_ZombieLeg1\",0,0,0,1)\n Stop\n }\n}\n\nACTOR Gib_ZombieLeg1: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\nLEG1 E 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG1 EE 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieLeg\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tLEG1 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tLEG1 A 5\n\tLEG1 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor(\"Landz\")\n\tGoto Landz\n\tLandz:\n\tXDT5 I 0 A_SpawnItem(\"Gib_ZombieLeg2\")\n\tStop\n\n}}\n\nACTOR GibZombieLegPart: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\nLEG1 Z 1\n Loop\n Death:\nLEG1 Z 1\n Loop\n}}\n\nACTOR GibZombieBoot: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\nLEG1 Y 1\n Loop\n Death:\nLEG1 Y 1\n Loop\n}}\n\nACTOR XDeathZombieLeg2: XDeathZombieLeg\n{\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tLEG1 ABCDEFGH 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t LEG1 A 1\n\t LEG1 A 1 A_SpawnItem(\"Gib_ZombieLeg2\",0,0,0,1)\n Stop\n }\n}\n\nACTOR Gib_ZombieLeg2: LimbBase\n{\n States\n {\n Spawn:\nLEG1 A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG1 AA 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieLegKicked\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tLEG1 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tLEG1 A 5\n\tLEG1 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor(\"Landz\")\n\tGoto Landz\n\tLandz:\n\tXDT5 I 0 A_SpawnItem(\"Gib_ZombieLeg1\")\n\tStop\n}}\n\nACTOR XDeathZombieLegKicked: XDeathZombieLeg\n{\n+ACTIVATEMCROSS\n+ACTIVATEIMPACT\n}\n\nACTOR XDeathImpLeg: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tLEG4 ABCDEFGH 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t LEG4 A 1\n LEG4 A 0 A_SpawnItem(\"Gib_ImpLeg\",0,0,0,1)\n Stop\n\n }\n}\n\nACTOR Gib_ImpLeg: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\nLEG4 A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedImpLeg\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"GibImpLegPart\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"GibImpPaw\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG4 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpLeg\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tLEG4 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tLEG4 A 5\n\tLEG4 ABCDEFGHABCDEFGHABCDEFGH 5 A_CheckFloor(\"Landz\")\n\tGoto Landz\n\tLandz:\n\tXDT5 I 0 A_SpawnItem(\"Gib_ImpLeg\")\n\tStop\n}}\n\nACTOR GibImpLegPart: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\nLEG4 Z 1\n Loop\n Death:\nLEG4 Z 1\n Loop\n}}\n\nACTOR GibImpPaw: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\nLEG4 Y 1\n Loop\n Death:\nLEG4 Y 1\n Loop\n}}\n\nACTOR XDeathBullLeg12: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tLEG8 ABCDEFGH 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t LEG8 A 1\n\t LEG8 A 0 A_SpawnItem(\"Gib_DemonLeg\",0,0,0,1)\n Stop\n }\n}\n\nACTOR Gib_DemonLeg: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\nLEG8 A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedDemonLeg\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"GibDemonLegPart\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"GibDemonPaw\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG8 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBullLeg12\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tLEG8 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tLEG8 A 5\n\tLEG8 ABCDEFGH 5\n\tXDT5 I 0 A_SpawnItem(\"Gib_DemonLeg\")\n\tStop}}\n\nACTOR GibDemonLegPart: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\nLEG8 Z 1\n Loop\n Death:\nLEG8 Z 1\n Loop\n}}\n\nACTOR GibDemonPaw: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\nLEG8 Y 1\n Loop\n Death:\nLEG8 Y 1\n Loop\n}}\n\nACTOR XDeathSargeLeg1: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tLEG2 ABCDEFGH 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t LEG2 A 1\n\t LEG2 A 0 A_SpawnItem(\"Gib_SargeLeg\",0,0,0,1)\n Stop\n }\n}\n\nACTOR Gib_SargeLeg: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n\t LEG2 A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"GibSargeLegPart\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"GibSargeBoot\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG2 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\t\t\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tLEG2 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tLEG2 ABCDEFGH 5\n\tXDT5 I 0 A_SpawnItem(\"Gib_SargeLeg\")\n\tStop\n\n\t\t}}\n\nACTOR GibSargeLegPart: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\n\t LEG2 Z 1\n Loop\n Death:\n\t LEG2 Z 1\n Loop\n}}\n\nACTOR GibSargeBoot: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\n\t LEG2 Y 1\n Loop\n Death:\n\t LEG2 Y 1\n Loop\n}}\n\nACTOR XDeathSargeLeg2: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tLEG2 ABCDEFGH 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t LEG2 E 1\n\t LEG2 A 0 A_SpawnItem(\"Gib_SargeLeg2\",0,0,0,1)\n Stop\n }\n}\n\nACTOR Gib_SargeLeg2: Gib_SargeLeg\n{\n Scale 1.1\n States\n {\n Spawn:\n\t LEG2 E 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"GibSargeLegPart\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"GibSargeBoot\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG2 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSargeLeg1\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop}}\n\nACTOR XDeathChainLeg: XDeathArm1\n{\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tLEG3 ABCDEFGH 5\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t LEG3 A 1\n\t LEG3 A 0 A_SpawnItem(\"Gib_ChainLeg\",0,0,0,1)\n Stop\n }\n}\n\nACTOR Gib_ChainLeg: LimbBase\n{\n States\n {\n Spawn:\n\t LEG3 I 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG3 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainLeg\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop}}\n\nACTOR XDeathChainArm: XDeathArm1\n{\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tHND3 ABCDEFGH 5\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t HND3 A 1\n\t LEG3 A 0 A_SpawnItem(\"Gib_ChainARm\",0,0,0,1)\n Stop\n }\n}\n\nACTOR Gib_ChainARm: LimbBase\n{\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Jump (128, \"Spawn2\")\n\t HND3 E 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tHND3 E -1\n Loop\n\tSpawn2:\n\tHND3 A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t HND3 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathChainArm\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop}}\n\nACTOR XDeathNAZILeg1: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tLEG3 ABCDEFGH 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t LEG3 A 1\n\t LEG3 A 0 A_SpawnItem(\"gib_NAZILeg\",0,0,0,1)\n Stop\n }\n}\n\nACTOR Gib_NAZILeg: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n\t LEG3 A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG3 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZILeg1\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\t\t\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tLEG3 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tLEG3 ABCDEFGH 5\n\tXDT5 I 0 A_SpawnItem(\"Gib_NAZILeg\")\n\tStop\n\n\t\t}}\n\n\t\t/////SS ARM\n\nACTOR XDeathNAZIArm1: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tSSBR ABCDEFGH 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t SSBR A 1\n\t SSBR A 0 A_SpawnItem(\"gib_NAZIArm\",0,0,0,1)\n Stop\n }\n}\n\nACTOR gib_NAZIArm: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n\tTNT1 A 0 A_Jump(92,\"Spawn2\")\n\t SSBR A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n\n\t Spawn2:\n\t \t SSBR E 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG3 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\t\t\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tSSBR ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tSSBR ABCDEFGH 5\n\tSSBR a 0 A_SpawnItem(\"gib_NAZIArm\")\n\tStop\n\n\t\t}}\n\n\t\t////SS HEAD\n\n\t\tACTOR XDeathNAZIHead: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tSSHD ABCD 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t SSBR A 1\n\t SSHD E 0 A_SpawnItem(\"gib_NAZIHead\",0,0,0,1)\n Stop\n }\n}\n\nACTOR gib_NAZIHead: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n\t SSHD E 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t SSHD A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIHead\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\t\t\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tSSBR ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tSSHD ABCD 5\n\tSSHD a 0 A_SpawnItem(\"gib_NAZIHead\")\n\tStop\n\n\t\t}}\n\t\t////\n\n/*ACTOR GibSargeLegPart: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\n\t LEG2 Z 1\n Loop\n Death:\n\t LEG2 Z 1\n Loop\n}}\n\nACTOR GibSargeBoot: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\n\t LEG2 Y 1\n Loop\n Death:\n\t LEG2 Y 1\n Loop\n}}*/\n\nACTOR DOGARM: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tDOAR ABCDEFGH 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t DOAR A 1\n\t DOAR A 0 A_SpawnItem(\"gib_DOGARM\",0,0,0,1)\n Stop\n }\n}\n\nACTOR Gib_DOGARM: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n\t DOAR A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death.plasma:\n Death:\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t DOAR A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"DOGARM\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\t\t\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tDOAR ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tDOAR ABCDEFGH 5\n\tXDT5 I 0 A_SpawnItem(\"Gib_DOGARM\")\n\tStop\n\n\t\t}}\n\nACTOR DOGLEG: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tDOAR ABCDEFGH 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t DOLE A 1\n\t DOLE A 0 A_SpawnItem(\"gib_DOGLeg\",0,0,0,1)\n Stop\n }\n}\n\nACTOR Gib_DOGLeg: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n\t DOLE A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death.plasma:\n Death:\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t DOAR A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"DOGLEG\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\t\t\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tDOLE ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tDOLE ABCDEFGH 5\n\tXDT5 I 0 A_SpawnItem(\"Gib_DOGLeg\")\n\tStop\n\n\t\t}}\n\nACTOR XDeathSAHead: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t SAHD AABBCCDD 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t SAHD f 1\n\t SAHD F 0 A_SpawnItem(\"SAHEAD\",0,0,0,1)\n Stop\n\n }\n}\n\nACTOR SaHead: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n\t SAHD F 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t SAHD F 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSAHead\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\t\t\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tSAHD AABBCCDD 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tSAHD AABBCCDD 5\n\tSAHD F 0 A_SpawnItem(\"SAHEAD\")\n\tStop\n\n\t\t}}\n\nACTOR XDeathSAaRM: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t SAAR ABCDEFGH 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tTNT1 A 0 A_JUMP(96,\"Death_2\")\n\t SAAR I 1\n\t SAAR I 0 A_SpawnItem(\"SAArm\",0,0,0,1)\n Stop\n\n\t\tDeath_2:\n\t SAAR J 1\n\t SAAR J 0 A_SpawnItem(\"SAArm2\",0,0,0,1)\n Stop\n }\n}\n\nACTOR SaArm: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n\t SAAR I 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t SAAR I 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSAaRM\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\t\t\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tSAAR ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tSAAR ABCDEFGH 5\n\tSAAR I 0 A_SpawnItem(\"SaArm\")\n\tStop\n\n\t\t}}\n\n\t\tACTOR SaArm2: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n\t SAAR J 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t SAAR J 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSAaRM\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\t\t\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tSAAR ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tSAAR ABCDEFGH 5\n\tSAAR J 0 A_SpawnItem(\"SaArm2\")\n\tStop\n\n\t\t}}\n\nACTOR XDeathGRENADIERLeg1: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tLEG4 ABCDEFGH 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t LEG4 A 1\n\t LEG4 A 0 A_SpawnItem(\"gib_GRENADIERLeg\",0,0,0,1)\n Stop\n }\n}\n\nACTOR Gib_GRENADIERLeg: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n\t LEG4 A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG4 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\t\t\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tLEG4 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tLEG4 ABCDEFGH 5\n\tXDT5 I 0 A_SpawnItem(\"Gib_GRENADIERLeg\")\n\tStop\n\n\t\t}}\n\n/*ACTOR GibSargeLegPart: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\n\t LEG2 Z 1\n Loop\n Death:\n\t LEG2 Z 1\n Loop\n}}\n\nACTOR GibSargeBoot: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\n\t LEG2 Y 1\n Loop\n Death:\n\t LEG2 Y 1\n Loop\n}}*/\n\nACTOR XDeathflamesoldierLeg1: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tLEG5 ABCDEFGH 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t LEG5 A 1\n\t LEG5 A 0 A_SpawnItem(\"gib_FLSLeg\",0,0,0,1)\n Stop\n }\n}\n\nACTOR Gib_FLSLeg: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n\t LEG5 A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death.plasma:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t LEG5 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\t\t\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tLEG5 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tLEG5 ABCDEFGH 5\n\tXDT5 I 0 A_SpawnItem(\"Gib_FLSLeg\")\n\tStop\n\n\t\t}}\n\n/*ACTOR GibSargeLegPart: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\n\t LEG2 Z 1\n Loop\n Death:\n\t LEG2 Z 1\n Loop\n}}\n\nACTOR GibSargeBoot: TinyGib\n{\n Scale 1.1\n States\n {\nSpawn:\n\t LEG2 Y 1\n Loop\n Death:\n\t LEG2 Y 1\n Loop\n}}*/\n\n////// LOSTSOUL BODY PARTS ////// - questi li avevi persi per strada Enrico!\nACTOR LSPart1\n{\nRadius 2\nHeight 2\nSpeed 7\nMass 3\nBounceFactor 0.4\n+DOOMBOUNCE\n+NOBLOCKMAP\n+MISSILE\n+NOTELEPORT\n+DONTSPLASH\n+MOVEWITHSECTOR\n+CLIENTSIDEONLY\n+THRUACTORS\nScale 0.7\nStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 Thing_ChangeTID(0,394)\n\tTNT1 A 0 A_Jump(128,9)\n\tLGI1 ABCDEFGH 2\n\twait\n\tLGI1 HGFEDCBA 2\n\twait\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,2)\n\tLGI1 A 200\n\tstop\n\tLGI1 E 200\n\tStop\n\t}\n}\n\nactor LSpart2 : LSpart1\n{\nstates\n\t{\n\tspawn:\n\tTNT1 A 0\n\tTNT1 A 0 Thing_ChangeTID(0,394)\n\tTNT1 A 0 A_Jump(128,9)\n\tLGI2 ABCDEFGH 2\n\twait\n\tLGI2 HGFEDCBA 2\n\twait\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,2)\n\tLGI2 A 200\n\tstop\n\tLGI2 E 200\n\tStop\n\t}\n}\n\nactor LSpart3 : LSpart1\n{\nstates\n\t{\n\tspawn:\n\tTNT1 A 0\n\tTNT1 A 0 Thing_ChangeTID(0,394)\n\tTNT1 A 0 A_Jump(128,9)\n\tLGI3 ABCDEFGH 2\n\twait\n\tLGI3 HGFEDCBA 2\n\twait\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,2)\n\tLGI3 A 200\n\tstop\n\tLGI3 E 200\n\tStop\n\t}\n}\n\n//////////////\n//GUTS\n//////////////\nACTOR XDeathStomach: XDeathArm1\n{\n-DOOMBOUNCE\nBounceFACTOR 0.0\nSpeed 2\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tXSTO A 24 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n Death:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n XSTO EEEEEEEEE 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n XSTO E -1\n Stop\n }\n}\n\nACTOR XDeathDemonHead\n{\n Radius 8\n Height 8\n Scale 0.8\n\tSpeed 10\n\tMass 1\n gravity 0.5\n\tDecal BrutalBloodSplat\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +NOBLOCKMAP\n +NOTELEPORT\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tDEMH ABCDEF 7 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t DEMH D 1\n DEMH D -1\n Stop\n }\n}\n\nACTOR XDeathHalfMarine\n{\n Radius 8\n Height 8\n Speed 4\n\tMass 8\n\tBounceFACTOR 0.2\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n HPLA A 12 A_CustomMissile(\"Nashgore_FlyingBloodTrail\",0,0,180,2)\n Loop\n Death:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n HPLA A 0 A_SpawnItem(\"HalfMarineGib\",0,0,0,1)\n Stop\n }\n}\n\nACTOR HalfMarineGib: BigGibBase\n{\n States\n {\n Spawn:\nHPLA A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop }}\n\nACTOR XDeathHalfImp\n{\n Radius 8\n Height 8\n Speed 7\n\tMass 8\n\tBounceFACTOR 0.2\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n TROG K 12 A_CustomMissile(\"Nashgore_FlyingBloodTrail\",0,0,180,2)\n Loop\n Death:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n TROG K 0 A_SpawnItem(\"HalfImpGib\",0,0,0,1)\n Stop\n }\n}\n\nACTOR HalfImpGib: BigGibBase\n{\n States\n {\n Spawn:\nTROG K 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop }}\n\nACTOR XDeathHalfZombieman\n{\n Radius 8\n Height 8\n Scale 1.0\n\tSpeed 6\n\tMass 4\n\tDecal BrutalBloodSplat\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +NOBLOCKMAP\n +NOTELEPORT\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tPOSX F 12\n\t\tLoop\n Death:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n POSX F 1 A_SpawnItem(\"Gib_HalfZombieman\",0,0,0,1)\n TNT1 A 0\n Stop\n }\n}\n\nACTOR Gib_HalfZombieMan: BigGibBase\n{\n States\n {\n Spawn:\nPOSX F 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop }}\n\nACTOR XDeathHalfZombiemanDown\n{\n Radius 8\n Height 8\n Scale 1.1\n\tSpeed 6\n\tMass 4\n\tDecal BrutalBloodSplat\n\tBounceFACTOR 0.2\n\t+DOOMBOUNCE\n\t+MISSILE\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +NOBLOCKMAP\n +NOTELEPORT\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tPOSX D 12\n\t\tLoop\n Death:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n POSX E 0 A_SpawnItem(\"GibHalfZombiemanDown\",0,0,0,1)\n Stop\n }\n}\n\nACTOR GibHalfZombiemanDown: BigGibBase\n{\n States\n {\n Spawn:\nPOSX E 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop }}\n\nACTOR XDeathHalfSergeant\n{\n Radius 8\n Height 8\n Speed 7\n\tMass 8\n\tBounceFACTOR 0.2\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n SP2X F 12 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n Loop\n Death:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n SP2X G 0 A_SpawnItem(\"GibHalfSergeant\",0,0,0,1)\n Stop\n }\n}\n\nACTOR GibHalfSergeant: BigGibBase\n{\n States\n {\n Spawn:\nSP2X G 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop }}\n\nACTOR RipUndeadMarine\n{\n Radius 8\n Height 8\n Speed 4\n\tMass 8\n\tBounceFACTOR 0.2\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n UDM3 E 4 A_CustomMissile(\"Nashgore_FlyingBloodTrail\",0,0,180,2)\n Loop\n Death:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n UDM3 E -1\n Stop\n }\n}\n\nACTOR XDeathHalfSkeleton\n{\n Radius 8\n Height 8\n Speed 9\n\tMass 8\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n SKEX F 12 A_CustomMissile(\"Nashgore_FlyingBloodTrail\",0,0,180,2)\n Loop\n Death:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n SKEX F 0 A_SpawnItem(\"GibHalfSkeleton\",0,0,0,1)\n Stop\n }\n}\n\nACTOR GibHalfSkeleton: BigGibBase\n{\n States\n {\n Spawn:\nSKEX F 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n\t Death.Trample:\n\t Death:\n \t TNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t//TNT1 A 0 A_SpawnItem(\"HellishMissileLauncher\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t\t}}\n\nACTOR XDeathMeat2\n{\n Radius 8\n Height 8\n Scale 0.8\n\tSpeed 11\n\tMass 1\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDT5 D 2\n\t\tGoto Death\n\tDeath:\n\t XDT5 D -1\n\t\tStop\n }\n}\n\nACTOR XDeathBrain1\n{\n Radius 8\n Height 8\n Scale 0.8\n\tSpeed 13\n\tMass 1\n\tBounceFACTOR 0.3\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n\t+MISSILE\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDB5 ABCD 6\n\t\tLoop\n\tDeath:\n\t XDT5 B -1\n\t\tStop\n }\n}\n\nACTOR XDeathBrain2\n{\n Radius 8\n Height 8\n Scale 0.8\n\tSpeed 12\n\tMass 1\n\tBounceFACTOR 0.3\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n\t+MISSILE\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDB5 EFGH 6\n\tLoop\n\tDeath:\n\t XDT5 C 1\n\t XDT5 C -1\n\t\tStop\n }\n}\n\nACTOR XDeathSmashedBrain\n{\n Radius 8\n Height 8\n Scale 0.8\n\tSpeed 10\n\tMass 1\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tBRS1 A 4\n\t\tGoto Death\n\tDeath:\n\t BRS1 A 1\n\t BRS1 A -1\n\t\tStop\n }\n}\n\nACTOR XDeathStomachHeavy\n{\n Radius 8\n Height 8\n Scale 0.8\n\tSpeed 2\n\tMass 4\n\tDecal BrutalBloodSplat\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n\t\tXDT5 F 1\n\t\tLoop\n Death:\n XDT5 F 1\n XDT5 F -1\n Stop\n }\n}\n\nACTOR XDeathTripe\n{\n Radius 8\n Height 8\n Scale 0.8\n\tSpeed 13\n\tMass 4\n\tDecal BrutalBloodSplat\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n XDT5 H 1\n\t\tLoop\n Death:\n XDT5 H 1\n XDT5 H -1\n\t\tStop\n }\n}\n\nACTOR XDeathTripeHeavy\n{\n Radius 8\n Height 8\n Scale 0.8\n\tSpeed 2\n\tMass 4\n\tDecal BrutalBloodSplat\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +NOBLOCKMAP\n +NOTELEPORT\n States\n {\n Spawn:\n\t\tXDT5 H 1\n\t\tLoop\n Death:\n XDT5 H 1\n XDT5 H -1\n Stop\n }\n}\n\nACTOR XDeathArchVile\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tVILP A 4 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n\t\tGoto Death\n\tDeath:\n VILP B 0\n\t VILP B 0 A_SpawnItem(\"GibArchVile\",0,0,0,1)\n\t\tStop\n }\n}\n\nACTOR GibArchVile: BigGibBase\n{\n States\n {\n Spawn:\nVILP B 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop }}\n\nACTOR XDeathArchVileLeg\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tVILP C 4 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n\t\tGoto Death\n\tDeath:\n VILP C 1\n\t VILP C -1\n\t\tStop\n }\n}\n\nACTOR XDeathGreen\n{\n Radius 8\n Height 8\n\tSpeed 18\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n\t+DOOMBOUNCE\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal GreenBloodSuper\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tTNT1 A 4 A_CustomMissile(\"GreenBloodTrail\",0,0,180,2)\n\t\tLoop\n\tDeath:\n\t TNT1 A -1\n\t\tStop\n }\n}\n\nACTOR XDeathBlue1\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n\t+DOOMBOUNCE\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BlueBloodSplat\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDT6 A 6 A_CustomMissile(\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tLoop\n\tDeath:\n\t XDT6 A -1\n\t\tStop\n }\n}\n\nACTOR XDeathBlue2\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n\t+DOOMBOUNCE\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BlueBloodSplat\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDT6 B 6 A_CustomMissile(\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tLoop\n\tDeath:\n\t XDT6 B -1\n\t\tStop\n }\n}\n\nACTOR XDeathBlue3\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BlueBloodSuper\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDT6 C 6 A_CustomMissile(\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tLoop\n\tDeath:\n\t XDT6 C -1\n\t\tStop\n }\n}\n\nACTOR XDeathBlue4\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BlueBloodSuper\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDT6 D 6 A_CustomMissile(\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tLoop\n\tDeath:\n\t XDT6 D -1\n\t\tStop\n }\n}\n\nACTOR XDeathBlue5\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tDecal BlueBloodSuper\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDT6 E 6 A_CustomMissile(\"Blue_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tLoop\n\tDeath:\n\t XDT6 E -1\n\t\tStop\n }\n}\n\nACTOR SpiderLeg\n{\n Radius 8\n Height 8\n\tSpeed 12\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n\t+DOOMBOUNCE\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n\tSeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath3\"\n\tBounceFACTOR 0.3\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXDSL ABCDEFGH 2\n\t\tLoop\n\tDeath:\n\t XDSL I -1\n\t\tStop\n }\n}\n\nACTOR Instestin\n{\n Radius 8\n Height 8\n Speed 7\n\tMass 6\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +DONTSPLASH\n +CLIENTSIDEONLY\n +FORCEXYBILLBOARD\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n\tScale 1.1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n GUTS ABCD 8\n Loop\n Death:\n TNT1 A 0 A_Jump(128, 5)\n GUTS E 8\n GUTS E -1\n Stop\n TNT1 AAAAAA 0\n GUTS F 8\n GUTS F -1\n Stop\n }\n}\n\nACTOR Instestin2: Instestin\n{\n Speed 3\n}\n\nACTOR DyingDemon\n{\n Radius 8\n Height 8\n Speed 0\n\tMass 6\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +DONTSPLASH\n +CLIENTSIDEONLY\n +FORCEXYBILLBOARD\n States\n {\n Spawn:\n\t\tSARH AAA 4 A_SpawnItem (\"Big_Blood\", 0, 50)\n\t\tSARH BBB 4 A_SpawnItem (\"Big_Blood\", 0, 40)\n\t\tSARH CCC 4 A_SpawnItem (\"Big_Blood\", 0, 30)\n\t\tSARH DDDDDDDDDDDDDDD 4 A_SpawnItem (\"Big_Blood\", 0, 20)\n //TNT1 A 0 A_SpawnItem (\"DeadDemonNoHead\", 1)\n Stop\n }\n}\n\nACTOR XDeathHellKnightArm: XDeathArm1\n{\n Scale 1.1\n Speed 12\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tGORB ABCD 4 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t GORB E 1\n HND4 A 0 A_SpawnItem(\"Gib_HellKnightArm\",0,0,0,1)\n Stop\n }\n}\n\nACTOR Gib_HellKnightArm: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n GORB E 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAA 0 A_CustomMissile (\"BloodTr\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"Xdeath1\", 0, 0, random (0, 360), 2, random (0, 360))\nStop}}\n\nACTOR XDeathHellKnightLeg: XDeathArm1\n{\n Scale 1.1\n Speed 12\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tGORA ABCD 4 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t GORA E 1\n HND4 A 0 A_SpawnItem(\"Gib_HellKnightLeg\",0,0,0,1)\n Stop\n }\n}\n\nACTOR Gib_HellKnightLeg: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n GORA A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAA 0 A_CustomMissile (\"BloodTr\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"Xdeath1\", 0, 0, random (0, 360), 2, random (0, 360))\nStop}}\n\nACTOR XDeathHellKnightTorso: XDeathArm1\n{\n Scale 1.1\n Speed 12\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tGORC ABCD 4 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t GORA E 1\n HNDC A 0 A_SpawnItem(\"Gib_HellKnightTorso\",0,0,0,1)\n Stop\n }\n}\n\nACTOR Gib_HellKnightTorso: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n GORC E 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAA 0 A_CustomMissile (\"BloodTr\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"Xdeath1\", 0, 0, random (0, 360), 2, random (0, 360))\nStop}}\n\nACTOR XDeathBaronofHellTorso: XDeathArm1\n{\n Scale 1.3\n Speed 12\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tGORD ABCD 4 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t GORD E 1\n HNDC A 0 A_SpawnItem(\"Gib_BaronofHellTorso\",0,0,0,1)\n Stop\n }\n}\n\nACTOR Gib_BaronofHellTorso: LimbBase\n{\n Scale 1.3\n States\n {\n Spawn:\n GORD E 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\nDeath.plasma: Death.Burn: Death.Flames:\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160)) Stop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAA 0 A_CustomMissile (\"BloodTr\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"Xdeath1\", 0, 0, random (0, 360), 2, random (0, 360))\nStop}}\n\nACTOR XDeathMancubusArm: XDeathArm1\n{\n +SKYEXPLODE\n\t-CLIENTSIDEONLY\n Scale 1.1\n Speed 9\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tMANA ABCD 6\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t HND8 A 0\n //HND8 A 0 A_SpawnItem(\"FlameCannon\",0,0,0,1)\n Stop\n }\n}\n\nACTOR XDeathZombieManHead: XDeathBullArm1\n{\n-CLIENTSIDEONLY\n Scale 1.0\n States\n {\n\tSpawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXHE2 ABCD 6\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t XHE2 E 1\n XHE2 E 1 A_SpawnItem(\"ZombieManHead\",0,0,0,1)\n Stop\n}\n}\n\nACTOR ZombiemanHead: LimbBase\n{\nDAMAGEFACTOR \"Kick\", 9.0\nDAMAGEFACTOR \"Melee\", 9.0\nDAMAGEFACTOR \"SuperPunch\", 9.0\n-CLIENTSIDEONLY\n-SOLID\n+SHOOTABLE\n-NOBLOCKMAP\n Radius 10\n Height 5\n\tMass 12\n\tHealth 40\n Scale 1.1\n States\n {\n Spawn:\nXHE2 E 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_CustomMissile (\"GibDemonHand\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"GibDemonArmPart\", 0, 0, random (0, 180), 2, random (0, 180))\nStop\n Death:\n TNT1 AAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 5, 0, random (0, 360), 2, random (60, 140))\n Stop\n Death.Trample:\n\tCrush:\n TNT1 AAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 B 5\n CRS1 B -1\n Stop\n Death.plasma:\n TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL A 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t XHE2 EE 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHeadKicked\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tXHE2 ABCD 3\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tXHE2 ABCDABCDABCD 6\n\tXDT5 I 0 A_SpawnItem(\"ZombiemanHead\")\n\tStop\n\n}}\n\nACTOR XDeathZombieManHeadKicked: XDeathZombieManHead\n{\n-BOUNCEONACTORS\nDamage 4\nSpeed 13\n}\n\nACTOR XDeathSergeantHead: XDeathZombieManHead\n{\n States\n {\n\tSpawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXHE1 ABCD 6\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t XHE1 E 1\n XHE1 E 1 A_SpawnItem(\"SergeantHead\",0,0,0,1)\n Stop\n\n}\n}\n\nACTOR SergeantHead: ZombieManHead\n{\n States\n {\n Spawn:\nXHE1 E 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death:\n TNT1 AAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 5, 0, random (0, 360), 2, random (60, 140))\n Stop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t XHE2 EE 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathSergeantHead\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tXHE1 ABCD 3\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tXHE1 ABCDABCD 6\n\tXDT5 I 0 A_SpawnItem(\"SergeantHead\")\n\tStop\n\n}}\n\nACTOR XDeathImpHead: XDeathZombieManHead\n{\n States\n {\n\tSpawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXHE4 ABCD 6\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t XHE4 E 1\n XHE4 E 1 A_SpawnItem(\"ImpHead\",0,0,0,1)\n Stop\n}\n}\n\nACTOR ImpHead: ZombieManHead\n{\n States\n {\n Spawn:\nXHE4 E 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death:\n TNT1 AAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains6\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains7\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 1, 0, random (0, 360), 2, random (0, 160))\n Stop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t XHE4 EE 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathImpHead\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\t\t\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tXHE4 ABCD 3\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tXHE4 ABCDABCD 6\n\tXDT5 I 0 A_SpawnItem(\"ImpHead\")\n\tStop\n\n}}\n\nACTOR BurningFlyingMeatPiece\n{\n Radius 8\n Height 8\n Speed 16\n Scale 0.8\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +RIPPER\n +BLOODLESSIMPACT\n BounceFACTOR 0.5\ndamagetype Blood\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BloodSuper\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n\t\tXME1 ABCD 2 A_CustomMissile (\"SmallFlameTrails\", 2, 0, random (0, 360), 2, random (70, 110))\n TNT1 A 0 A_CustomMissile(\"BloodTrails\",0,0,180,2)\n Loop\n Death:\n XME1 E 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 180), 2, random (0, 180))\n XME1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 7 A_CustomMissile (\"FlameTrails\", 10, 0, random (0, 360), 2, random (70, 110))\n XME1 E -1\n TNT1 A 1\n\t\tStop\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR Teeth\n{\n Height 2\n Radius 2\n Speed 6\n Scale 0.7\n +DOOMBOUNCE\n - NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n +MISSILE\n +NOBLOCKMAP\n -DROPOFF\n +NOTELEPORT\n +FORCEXYBILLBOARD\n +NOTDMATCH\n +GHOST\n States\n {\n Spawn:\n XTET ABCD 5\n Loop\n\n Death:\n LCPJ A 0 A_Jump(256,\"Rest1\",\"Rest2\")\n Goto Rest1\n Rest1:\n XTET B 250\n TNT1 A 0 A_CheckSight(\"Vanish\")\n\tRest2:\n XTET D 250\n TNT1 A 0 A_CheckSight(\"Vanish\")\n Loop\n\n Vanish:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR TeethNoBounce: Teeth\n{\n-DOOMBOUNCE\n}\n\nACTOR XDeathHellKnightHead: XDeathBullArm1\n{\n-CLIENTSIDEONLY\n Scale 1.0\n States\n {\n\tSpawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tHKHE ABCD 6\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t HKHE D 1\n HKHE D 1 A_SpawnItem(\"HellKnightHead\",0,0,0,1)\n Stop\n}\n}\n\nACTOR HellKnightHead: LimbBase\n{\nDAMAGEFACTOR \"Kick\", 9.0\nDAMAGEFACTOR \"Melee\", 9.0\nDAMAGEFACTOR \"SuperPunch\", 9.0\n-CLIENTSIDEONLY\n-SOLID\n+SHOOTABLE\n-NOBLOCKMAP\n Radius 10\n Height 5\n\tMass 12\n\tHealth 60\n Scale 1.1\n States\n {\n Spawn:\nHKHE D 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n Death:\n TNT1 AAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 5, 0, random (0, 360), 2, random (60, 140))\n Stop\n Death.Trample:\n\tCrush:\n TNT1 AAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 B 5\n CRS1 B -1\n Stop\n Death.plasma:\n TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL A 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t HKHE DD 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathHellKnightHeadKicked\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tHKHE ABCD 3\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tHKHE ABCD 6\n\tHKHE I 0 A_SpawnItem(\"XDeathHellKnightHeadKicked\")\n\tStop\n\n}}\n\nACTOR XDeathHellKnightHeadKicked: XDeathHellKnightHead\n{\n-BOUNCEONACTORS\nDamage 4\nSpeed 13\nBounceFACTOR 0.5\n}\n\nACTOR XDeathBaronHead5: XDeathBullArm1\n{\n-CLIENTSIDEONLY\n Scale 1.2\n States\n {\n\tSpawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXHE5 ABCD 6\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t XHE5 A 1\n XHE5 A 1 A_SpawnItem(\"BaronHead\",0,0,0,1)\n Stop\n}\n}\n\nACTOR BaronHead: LimbBase\n{\nDAMAGEFACTOR \"Kick\", 9.0\nDAMAGEFACTOR \"Melee\", 9.0\nDAMAGEFACTOR \"SuperPunch\", 9.0\n-CLIENTSIDEONLY\n-SOLID\n+SHOOTABLE\n-NOBLOCKMAP\n Radius 10\n Height 5\n\tMass 12\n\tHealth 60\n Scale 1.2\n States\n {\n Spawn:\nXHE5 A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n\n Death:\n TNT1 AAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 5, 0, random (0, 360), 2, random (60, 140))\n Stop\n Death.Trample:\n\tCrush:\n TNT1 AAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 B 5\n CRS1 B -1\n Stop\n Death.plasma:\n TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL A 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t XHE5 A 1 A_Pain\n\t XHE5 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBaronHeadKicked\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tXHE5 ABCD 3\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tXHE5 ABCD 6\n\tXHE5 I 0 A_SpawnItem(\"XDeathBaronHeadKicked\")\n\tStop\n\n}}\n\nACTOR XDeathBaronHeadKicked: XDeathBaronHead5\n{\n-BOUNCEONACTORS\nDamage 4\nSpeed 13\nBounceFACTOR 0.5\n}\n\nACTOR XDeathRevenantHead: XDeathBullArm1\n{\n-CLIENTSIDEONLY\n Scale 1.0\n States\n {\n\tSpawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXHE6 ABCD 6\n\t\tLoop\n \tDeath:\n XHE6 A 1\n XHE6 A 1 A_SpawnItem(\"RevenantHead\",0,0,0,1)\n Stop\n}\n}\n\nACTOR RevenantHead: LimbBase\n{\nDAMAGEFACTOR \"Kick\", 9.0\nDAMAGEFACTOR \"Melee\", 9.0\nDAMAGEFACTOR \"SuperPunch\", 9.0\n-CLIENTSIDEONLY\n-SOLID\n+SHOOTABLE\n-NOBLOCKMAP\n Radius 10\n Height 5\n\tMass 12\n\tHealth 60\n Scale 1.0\n States\n {\n Spawn:\nXHE6 B 1900\n Loop\n\n Death.Trample:\n\tCrush:\n TNT1 AAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 B 5\n CRS1 B -1\n Stop\n Death.plasma:\n TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL A 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\tDeath.Melee:\n\tDeath:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t XHE6 A 1 A_Pain\n\t XHE6 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathRevenantHeadKicked\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tXHE6 ABCD 3\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tXHE6 ABCD 6\n\tXHE6 I 0 A_SpawnItem(\"XDeathRevenantHeadKicked\")\n\tStop\n\n}}\n\nACTOR XDeathRevenantHeadKicked: XDeathRevenantHead\n{\n-BOUNCEONACTORS\nDamage 4\nSpeed 13\nBounceFACTOR 0.5\n}\n\n//double\n/*\nACTOR XDeathRevenantHead: XDeathBullArm1\n{\n-CLIENTSIDEONLY\n Scale 1.0\n States\n {\n\tSpawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXHE6 ABCD 6\n\t\tLoop\n \tDeath:\n XHE6 A 1\n XHE6 A 1 A_SpawnItem(\"RevenantHead\",0,0,0,1)\n Stop\n}\n}*/\n\nACTOR XDeathMancubusHead: XDeathBullArm1\n{\n-CLIENTSIDEONLY\n Scale 0.9\n States\n {\n\tSpawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXHE7 ABCD 6\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t XHE5 A 1\n XHE5 A 1 A_SpawnItem(\"MancubusHead\",0,0,0,1)\n Stop\n}\n}\n\nACTOR MancubusHead: LimbBase\n{\nDAMAGEFACTOR \"Kick\", 9.0\nDAMAGEFACTOR \"Melee\", 9.0\nDAMAGEFACTOR \"SuperPunch\", 9.0\n-CLIENTSIDEONLY\n-SOLID\n+SHOOTABLE\n-NOBLOCKMAP\n Radius 10\n Height 5\n\tMass 12\n\tHealth 60\n Scale 0.9\n States\n {\n Spawn:\nXHE7 B 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n\n Death:\n TNT1 AAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 5, 0, random (0, 360), 2, random (60, 140))\n Stop\n Death.Trample:\n\tCrush:\n TNT1 AAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 B 5\n CRS1 B -1\n Stop\n Death.plasma:\n TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL A 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t XHE7 A 1 A_Pain\n\t XHE7 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathMancubusHeadKicked\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tXHE7 ABCD 3\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tXHE7 ABCD 6\n\tXHE7 I 0 A_SpawnItem(\"XDeathMancubusHeadKicked\")\n\tStop\n\n}}\n\nACTOR XDeathMancubusHeadKicked: XDeathMancubusHead\n{\n-BOUNCEONACTORS\nDamage 4\nSpeed 13\nBounceFACTOR 0.5\n}\n\nACTOR XDeathCyberdemonHead: XDeathBullArm1\n{\n-CLIENTSIDEONLY\n+SKYEXPLODE\n Scale 1.1\n States\n {\n\tSpawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tXHE8 ABCD 6\n\t\tLoop\n \tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t XHE8 A 1\n XHE8 A 1 A_SpawnItem(\"CyberdemonHead\",0,0,0,1)\n Stop\n}\n}\n\nACTOR CyberdemonHead: LimbBase\n{\nDAMAGEFACTOR \"Kick\", 9.0\nDAMAGEFACTOR \"Melee\", 9.0\nDAMAGEFACTOR \"SuperPunch\", 9.0\n-CLIENTSIDEONLY\n-SOLID\n+SHOOTABLE\n-NOBLOCKMAP\n Radius 10\n Height 5\n\tMass 12\n\tHealth 60\n Scale 1.2\n States\n {\n Spawn:\nXHE8 B 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n\n Death:\n TNT1 AAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"Brains1\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains2\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains3\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains4\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Brains5\", 5, 0, random (0, 360), 2, random (60, 140))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 5, 0, random (0, 360), 2, random (60, 140))\n Stop\n Death.Trample:\n\tCrush:\n TNT1 AAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (60, 140))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 B 5\n CRS1 B -1\n Stop\n Death.plasma:\n TNT1 A 0\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL A 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\tDeath.Kick:\n\t XHE8 A 1 A_Pain\n\t XHE8 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathCyberdemonHeadKicked\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,5,0,1)\n\tXHE8 B 3\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tXHE8 ABCD 6\n\tXHE8 I 0 A_SpawnItem(\"XDeathCyberdemonHeadKicked\")\n\tStop\n\n}}\n\nACTOR XDeathCyberdemonHeadKicked: XDeathCyberdemonHead\n{\n-BOUNCEONACTORS\nDamage 4\nSpeed 5\nBounceFACTOR 0.5\n}\n\nACTOR Ashes1: XDeath1\n{\n Speed 5\n\tGravity 0.2\n DeathSound \"none\"\n\tSeeSound \"none\"\n\t+DOOMBOUNCE\n\t+DONTSPLASH\n\tBounceFACTOR 0.01\n\tDecal none\n Scale 2.0\n States\n {\n Spawn:\n\t ASHZ ABCB 3\n Loop\n Death:\n ASHZ B 2000\n Stop\n Splash:\n TNT1 A 0\n\t\tTNT1 A 0\n Stop\n }\n}\n\nACTOR Ashes2: XDeath1\n{\n Speed 5\n\tGravity 0.2\n\t+DONTSPLASH\n DeathSound \"none\"\n\tSeeSound \"none\"\n\tDecal none\n Scale 2.0\n States\n {\n Spawn:\n\t ASHY ABCB 3\n Loop\n Death:\n ASHY B 2000\n Stop\n Splash:\n TNT1 A 0\n\t\tTNT1 A 0\n Stop\n }\n}\n\nACTOR XDeathArachnotronHead: XDeath1\n{\n Speed 12\n\tGravity 0.9\n\t+DONTSPLASH\n DeathSound \"none\"\n\tSeeSound \"none\"\n\t+SKYEXPLODE\n\tDecal none\n Scale 1.0\n States\n {\n Spawn:\n\t NAHA ABCDEFGH 4\n Loop\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128, \"CleanDeath\")\n\t//TNT1 A 0 A_SpawnItem(\"CrawlingDyingSpider\")\n\tStop\n\tCleanDeath:\n\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"SmallBrainPiece\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNAHC IJKLMN 5\n\t\tNAHC N -5\n\tStop\n\t\tStop\n }\n}\nACTOR DeadShotgunGuyPORCODIO: BigGibBase\n{\n States\n {\n Spawn:\nSPO5 F 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n\t Death.Trample:\n\t Death:\n \t TNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t//TNT1 A 0 A_SpawnItem(\"HellishMissileLauncher\")\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t\t}}\n\n\t\t//7DA ADESSO QUI SOTTO LA ROBA CRISTO\n\n\t\tACTOR XDeathOfficerArm1: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tWAR3 ABCDEFGH 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t WAR3 A 1\n\t WAR3 A 0 A_SpawnItem(\"gib_OfficerArm\",0,0,0,1)\n Stop\n }\n}\n\nACTOR gib_OfficerArm: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n\tTNT1 A 0 A_Jump(92,\"Spawn2\")\n\t WAR3 A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n\n\t Spawn2:\n\t \t WAR3 I 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t WAR3 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOfficerArm1\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\t\t\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tWAR3 ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tWAR3 ABCDEFGH 5\n\tWAR3 a 0 A_SpawnItem(\"gib_OfficerArm\")\n\tStop\n\n\t\t}}\n\n\t\tACTOR XDeathOfficerHead: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tOFFH ABCD 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t OFFH A 1\n\t OFFh A 0 A_SpawnItem(\"gib_OfficerHead\",0,0,0,1)\n Stop\n }\n}\n\nACTOR gib_OfficerHead: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n\t OFFH A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n\n Loop\n\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t OFFH A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOfficerHead\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\t\t\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tOFFH ABCD 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tOFFH ABCD 5\n\tOFFH a 0 A_SpawnItem(\"gib_OfficerHead\")\n\tStop\n\n\t\t}}\n\n\t\tACTOR XDeathWaffenSSArm1: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tWSSA ABCDEFGH 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t WSSA A 1\n\t WSSA A 0 A_SpawnItem(\"gib_WaffenssArm\",0,0,0,1)\n Stop\n }\n}\n\nACTOR gib_WaffenssArm: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n\tTNT1 A 0 A_Jump(92,\"Spawn2\")\n\t WSSA A 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n\n\t Spawn2:\n\t \t WSSA E 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t WAR3 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathWaffenSSArm1\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\t\t\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tWSSA ABCDEFGH 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tWSSA ABCDEFGH 5\n\tWSSA a 0 A_SpawnItem(\"gib_OfficerArm\")\n\tStop\n\n\t\t}}\n\n\t\t//CANIDE\n\nACTOR DogHead: XDeathArm1\n{\n Scale 1.1\n Speed 8\n\tGravity 0.4\n\tBounceFACTOR 0.5\n States\n {\n Spawn:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n\t\tWDG7 ABCABCD 5 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\tDeath:\n TNT1 A 0 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t WDG7 E 1\n\t WSSA A 0 A_SpawnItem(\"gib_DogHead\",0,0,0,1)\n Stop\n }\n}\n\nACTOR gib_DogHead: LimbBase\n{\n Scale 1.1\n States\n {\n Spawn:\n\t WDG7 e 1900 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n Loop\n\n Death:\n TNT1 AAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\nStop\n\tDeath.Kick:\n\tDeath.Melee:\n\tDeath.SuperPunch:\n\t WDG7 E 1 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile (\"DogHead\", 5, 0, random (170, 190), 2, random (20, 40))\n\t\tStop\n\n\t\t\tPain:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\tWDG7 ABCDABCD 2\n\tGoto Spawn\n\n\tDeath.ExplosiveImpact:\n\tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,50,0,1)\n\tWDG7 ABCABCD 5\n\tWSSA a 0 A_SpawnItem(\"gib_DogHead\")\n\tStop\n\n\t\t}}\n\nACTOR XDeathBaronHead\n{\n Radius 10\n Height 15\n Speed 6\n\tMass 12\n Health 30\n bloodtype \"GreenBlood\"\n bloodcolor darkgreen\n gravity 0.5\n\tDecal BloodSuper\n\tBounceFACTOR 0.4\n\t+DOOMBOUNCE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +SHOOTABLE\n +WINDTHRUST\n +SOLID\n +NORADIUSDMG\n DAMAGEFACTOR \"Trample\", 100.0\n DeathSound \"misc/xdeath1\"\n\tDecal BloodSuper\n States\n {\n Spawn:\n GORB B 8\n Loop\n Death:\n TNT1 AAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n Stop\n Death.Trample:\n\tCrush:\n TNT1 AAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBloodTrail5\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 B 5\n CRS1 B -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/gore/GORE2.txt",
"contents": "ACTOR ZombieXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathSAaRM\", 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 (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathZombieLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathZombieLeg2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathSAHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t Stop\n\t}\n}\n\nACTOR SargeXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathOfficerArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 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 (\"XDeathOfficerHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR DesintegratedSS\n{ Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t \t\t TNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\t \t\t \t\t TNT1 A 0 A_CustomMissile (\"XDeathNAZIHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathNAZILeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR DesintegratedMutant\n{ Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeathMutantArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n//TNT1 A 0 A_CustomMissile (\"XDeathMutantArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\nACTOR DesintegratedDOG\n{ Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"DOGArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"DOGArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"DogHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t \t\t TNT1 A 0 A_CustomMissile (\"DOGLEG\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\t \t\t TNT1 A 0 A_CustomMissile (\"DOGLEG\", 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\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR DesintegratedPANZERGRENADIER\n{ Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathWaffenSSArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\nACTOR ImpXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\tTNT1 AAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathImpArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathImpLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathImpHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR KnightXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAAAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHellKnightTorso\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 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 (50, 140))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR BaronXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAAAAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBaronOfHellTorso\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathHellKnightLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 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_SpawnItem (\"BigBloodSpot\")\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR CyberXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AAAAA 0 A_CustomMissile (\"XDeathBrain1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAA 0 A_CustomMissile (\"XDeathBrain2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAAAA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 10, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 0, 0, random (0, 180), 2, random (0, 180))\n TNT1 AAAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 25, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"SuperGoreSpawner\", 35, 0, random (0, 180), 2, random (0, 180))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR BullXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathStomach\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBullLeg12\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathDemonArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathDemonHead\", 32, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR ChainXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathChainArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"XDeath5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathGuts\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeathChainLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR MarineXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 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_SpawnItem (\"BigBloodSpot\")\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR SpiderDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 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 (\"XDeathBrain1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathBrain2\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR SkeletonXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfSkeleton\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 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_SpawnItem (\"BigBloodSpot\")\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR SkeletonXDeathRare\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfSkeleton\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t //TNT1 A 0 A_CustomMissile (\"RoamingLegs\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 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_SpawnItem (\"BigBloodSpot\")\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR HalfManDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathArm2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 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 AAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR MeatDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 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 AAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR SmalllMeatDeath: MeatDeath\n{\n States\n {\n Spawn:\n TNT1 AAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n TNT1 AAAAAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR MuchMeatDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR RipGuts\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 AAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR RipZombieMan\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 AAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfZombieMan\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR FatalityZombieMan\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n\n\t\t TNT1 AA 0 A_CustomMissile (\"XDeath1\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath2\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath3\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 0, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR RipSergeant\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 AAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfSergeant\", 32, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR RipImp\n{\n\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 AAAAA 0 A_CustomMissile (\"NashGore_FlyingBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAAA 0 A_CustomMissile (\"Instestin2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeathHalfImp\", 40, 0, random (0, 360), 2, random (0, 160))\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR CacoXDeath\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 AAAAA 0 A_CustomMissile (\"BlueSuperGoreSpawner\", 10, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"BlueSuperGoreSpawner\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\t /*TNT1 A 0 A_CustomMissile (\"CacoXDeath1\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"CacoXDeath2\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"CacoXDeath3\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"CacoXDeath4\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"CacoXDeath5\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"CacoXDeath6\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"CacoXDeath7\", 0, 0, random (0, 360), 2, random (0, 160))*/\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR RipCaco\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 A 0\n\t\t /*TNT1 A 0 A_CustomMissile (\"HalfCacoDemon\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"CacoXDeath6\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 AAAA 0 A_CustomMissile (\"CacoXDeath7\", 0, 0, random (0, 360), 2, random (0, 160))*/\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}\n\nACTOR BeheadZombieMan\n{\n Radius 1\n Height 1\n Scale 0.8\n\tSpeed 0\n\tMass 1\n\tDecal BloodSuper\n\t+MISSILE\n +NOBLOCKMAP\n +NOTELEPORT\n +MOVEWITHSECTOR\n +NOGRAVITY\n +NOCLIP\n +DONTSPLASH\n States\n {\n Spawn:\n TNT1 A 1\n TNT1 A 0 A_SpawnItemEx (\"XDeathZombieManHead\", 50, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0\nGoto Death\n\tDeath:\n\t TNT1 A 0\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/gore/GORE3.txt",
"contents": "ACTOR XDeathBurnedLeg\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB E 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB E -1\n Stop\n }\n}\n\nACTOR XDeathBurnedImpLeg\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB F 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB F -1\n Stop\n }\n}\n\nACTOR XDeathBurnedSkull\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n BURN B 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n BURN BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n BURN B -1\n Stop\n }\n}\n\nACTOR XDeathBurnedArm\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB D 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB D -1\n Stop\n }\n}\n\nACTOR XDeathBurnedImpArm\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB G 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB G -1\n Stop\n }\n}\n\nACTOR XDeathBurnedDemonArm\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB H 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB H -1\n Stop\n }\n}\n\nACTOR XDeathBurnedDemonLeg\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB I 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB I -1\n Stop\n }\n}\n\nACTOR XDeathBurnedMeat\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB A 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB A -1\n Stop\n }\n}\n\nACTOR XDeathBurnedMeat2\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB B 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB B -1\n Stop\n }\n}\n\nACTOR XDeathBurnedMeat3\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CARB C 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CARB CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 14 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n CARB C -1\n Stop\n }\n}\n\nACTOR XDeathBurnedBlueMeat1\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CACB P 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CACB PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 15 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n BURN D -1\n Stop\n }\n}\n\nACTOR XDeathBurnedBlueMeat2\n{\n Radius 8\n Height 8\n Speed 5\n\tMass 6\n\tBounceFACTOR 0.5\n\t+DOOMBOUNCE\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n CACB Q 10 A_CustomMissile(\"PlasmaSmoke\",0,0,180,2)\n Loop\n Death:\n CACB QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 15 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n BURN D -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/items/AMMUNITION.txt",
"contents": "///////////////////////////////////\n// 9mm CLIP\t\t\t\t ///////\n///////////////////////////////////\nACTOR WolfClip : Ammo 15035\n{\n\t//$Category Ammunition\n\t//$Title WolfClip\n\tInventory.Amount 8\n\tInventory.MaxAmount 192\n\tAmmo.BackpackAmount 8\n\tAmmo.BackpackMaxAmount 192\n\tMass 10000\n\tInventory.PickupSound \"Clip/Pickup\"\n\tInventory.PickupMessage \"9mm Parabellum Magazine\"\n\tStates\n{\n\tSpawn:\n\t\tWCLI A -1\n\t\tStop\n\t\t}\n}\n\n///////////////////////////////////\n// 9mm AMMUNITION BOX\t\t\t///\n///////////////////////////////////\nACTOR WolfClipBox : WolfClip 15036\n{\n\t//$Category Ammunition\n\t//$Title WolfClipBox\n\tInventory.PickupMessage \"Box of 9mm Parabellum Ammo\"\n\tInventory.Amount 25\n\tAmmo.BackpackAmount 25\n\tStates\n\t{\n\tSpawn:\n\t\tWAMM A -1\n\t\tStop\n\t\t}\n}\n\n////////////////////////////////////////\n// M1 GARAND CLIP\t\t\t\t\t////\n////////////////////////////////////////\nACTOR M1Clip : Ammo 15037\n{\n\t//$Category Ammunition\n\t//$Title M1Clip\n\tInventory.Amount 8\n\tInventory.MaxAmount 200\n\tAmmo.BackpackAmount 16\n\tAmmo.BackpackMaxAmount 200\n\tMass 10000\n\tInventory.PickupSound \"pickups/ammo\"\n\tInventory.PickupMessage \".30-06 M1 Garand clip\"\n\tStates\n\t{\n\tSpawn:\n\t\tKARM A -1\n\t\tStop\n\t\t}\n}\n\n//STG44,MG42 AND Gatling gun\nACTOR KARClip : Ammo 15038\n{\n\t//$Category Ammunition\n\t//$Title KARClip\n\tScale 0.65\n\tInventory.PickupSound \"Clip/Pickup\"\n\tInventory.PickupMessage \"7,92X57mm Magazine\"\n\tInventory.Amount 5\n\tInventory.MaxAmount 100\n\tAmmo.BackpackAmount 5\n\tAmmo.BackpackMaxAmount 100\n\tMass 10000\n\tStates\n{\n\tSpawn:\n\t\tKARM A -1\n\t\tStop\n\t\t}\n}\n\n///////////////////////////////////////////\n///////////////////////\n// MGAmmo RESERVE ////\n///////////////////////\nActor MGAmmoReserve: Ammo 15039\n{\n\t//$Category Ammunition\n\t//$Title MGAmmoBox\n\tInventory.Amount 50\n\tInventory.MaxAmount 400\n\tAmmo.BackpackAmount 50\n\tAmmo.BackpackMaxAmount 400\n\tMass 10000\n\tInventory.PickupSound \"MGAmmo/Pickup\"\n\tInventory.PickupMessage \"7,92X57mm Mg42 Ammo Box\"\n\tStates\n\t{\n\tSpawn:\n\t\t42MM A -1\n\t\tStop\n\t}\n}\n\nACTOR KARClipDrop : KARClip\n{\nInventory.Amount 8\n}\n\n///////////////////////////////////////////\n///////////////////////\n// KAR Clip Box ////\n///////////////////////\nACTOR KarClipBox : KARClip 15040\n{\n\t//$Category Ammunition\n\t//$Title KarClipBox\n\tInventory.PickupMessage \"7,92X57mm Box\"\n\tInventory.Amount 25\n\tAmmo.BackpackAmount 25\n\tStates\n{\n\tSpawn:\n\t\tKAMM A -1\n\t\tStop\n\t\t}\n}\n\n///////////////////////////////////////////\n///////////////////////\n// MAUSER bullets ///\n///////////////////////\nACTOR MauserClip : Ammo 15041\n{\n\t//$Category Ammunition\n\t//$Title MauserClip\n\tInventory.PickupSound \"K98PICKUP\"\n\tInventory.PickupMessage \"Mauser rounds\"\n\tInventory.Amount 5\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 5\n\tAmmo.BackpackMaxAmount 50\n\tMass 10000\n\tStates\n{\n\tSpawn:\n\t\tMAUS B -1\n\t\tStop\n\t\t}\n}\n\nACTOR MauserClipDrop : MauserClip\n{\nInventory.Amount 5\n}\n\n////////////////////////////////\n//\nACTOR MauserClipBox : MauserClip 15042\n{\n\t//$Category Ammunition\n\t//$Title WolfClipBox\n\tInventory.PickupMessage \"Box of Mauser rounds\"\n\tInventory.Amount 25\n\tAmmo.BackpackAmount 25\n\tStates\n{\n\tSpawn:\n\t\tMAUS A -1\n\t\tStop\n\t\t}\n}\n\n/////Rare Weapons Ammo\nACTOR M1GarandRefornement : m1clip 15043\n{\n\t//$Category Ammunition\n\t//$Title M1GarandRefornement\n\tInventory.PickupSound \"MGAmmo/Pickup\"\n\tInventory.PickupMessage \".30-06 M1 Garand Ammo\"\n\tInventory.Amount 200\n\tAmmo.BackpackAmount 200\n\tStates\n{\n\tSpawn:\n\t\tM1RE A -1\n\t\tStop\n\t\t}\n}\n\nActor M1GarandDrop:M1GARANDREFORNEMENT\n{\nInventory.Amount 20\n}\n\nACTOR ThompsonRefornement : clip 15044\n{\n\tInventory.PickupSound \"MGAmmo/Pickup\"\n\tInventory.PickupMessage \".45 ACP Thompson Magazines\"\n\tInventory.Amount 300\n\tAmmo.BackpackAmount 300\n\tStates\n{\n\tSpawn:\n\t\t45AM A -1\n\t\tStop\n\t\t}\n}\n\nActor ThompsonAmmo: ThompsonRefornement\n{\nInventory.Amount 40\n}\n\nACTOR TGAMMO : Ammo 15045\n{\n\t//$Category Ammunition\n\t//$Title TrenchgunAmmo\n\tInventory.PickupSound \"MGAmmo/Pickup\"\n\tInventory.PickupMessage \"12g Shells\"\n\tInventory.Amount 60\n\tInventory.MaxAmount 60\n\tAmmo.BackpackAmount 60\n\tAmmo.BackpackMaxAmount 60\n\tMass 10000\n\tStates\n{\n\tSpawn:\n\t\tSBOX D -1\n\t\tStop\n\t\t}\n}\n\nActor BWShellsBW: TGAMMO 15046\n{\n\t//$Category AMERICANI\n\t//$Title Shells\n\tInventory.Amount 12\n}\n\nACTOR AmmoSpawner Replaces InvulnerabilitySphere\n{\n\t//$Category Ammunition\n\t//$Title AmmoSpawner\n\tDropItem \"ThompsonRefornement\"\n\tDropItem \"M1GarandRefornement\"\n\tDropItem \"TGAMMO\"\n\tStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Fall\n\t\tStop\n\t\t}\n}\n\n///////////////////////////////////////////\n///////////////////////\n// KAR Clip ////\n///////////////////////\nACTOR KARClip1 : KARClip 15047\n{\n\tInventory.PickupSound \"pickups/ammo\"\n\tInventory.PickupMessage \"7,92X57mm Mauser Clip\"\n\tInventory.Amount 16\n\tInventory.MaxAmount 250\n\tAmmo.BackpackAmount 16\n\tAmmo.BackpackMaxAmount 250\n\tMass 10000\n\tStates\n{\n\tSpawn:\n\t\tKARM A -1\n\t\tStop\n\t\t}\n}\n\n///////////////////////////////////////////\n///////////////////////\n// BAR AMMO //////\n///////////////////////\nACTOR BARAMMO : Ammo 15048\n{\n\t//$Category Ammunition\n\t//$Title AmmoSpawner\n\tInventory.PickupSound \"pickups/ammo\"\n\tInventory.PickupMessage \"Browning Automatic Rifle .30 Ammo\"\n\tInventory.Amount 200\n\tInventory.MaxAmount 200\n\tAmmo.BackpackAmount 200\n\tAmmo.BackpackMaxAmount 200\n\tMass 10000\n\tStates\n{\n\tSpawn:\n\t\tBARA A -1\n\t\tStop\n\t\t}\n}"
},
{
"source": "pk3",
"name": "actors/items/ARMOR.txt",
"contents": "///////////////////////////////////\n// GOLD ARMOR \t\t\t ///\n///////////////////////////////////\nACTOR GoldArmor : BasicArmorPickup Replaces BlueArmor\n{\n Radius 20\n Height 16\n Inventory.PickupMessage \"Ubersoldat Gold Armor!\"\n Inventory.Icon \"GLDAR0\"\n Armor.SavePercent 50\n Armor.SaveAmount 200\n States\n {\n Spawn:\n GLDA R -1 Bright\n Stop\n }\n}\n\n///////////////////////////////////\n// LEATHER ARMOR \t\t\t ///\n///////////////////////////////////\nACTOR RegularArmor : BasicArmorPickup Replaces GreenArmor\n{\n\t//$Category Inventory\n\t//$Title LeatherArmor\n\tArmor.SavePercent 33.335\n\tArmor.SaveAmount 90\n\tInventory.PickupMessage \"You found Leather Armor!\"\n\tStates\n{\n\tSpawn:\n\t\tWWJD B -1\n\t\tStop\n\t\t}\n}\n\n///////////////////////////////////\n// NAZI HELMET ///////////////\n///////////////////////////////////\nACTOR NaziHelmet : BasicArmorBonus Replaces ArmorBonus\n{\n\tRadius 20\n\tHeight 16\n\tInventory.PickupMessage \"$GOTARMBONUS\" // \"Picked up an armor bonus.\"\n\tInventory.Icon \"ARM1A0\"\n\tArmor.SavePercent 33.335\n\tArmor.SaveAmount 1\n\tArmor.MaxSaveAmount 200\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n{\n\tSpawn:\n\t\tHEMT A -1\n\t\tStop\n\t\t}\n}"
},
{
"source": "pk3",
"name": "actors/items/HEALTHPOINTS.txt",
"contents": "///////////////////////////////////////////\n// TREASURE : HEALTH POINTS\t\t\t\t///\n///////////////////////////////////////////\nACTOR Cross : HealthBonus replaces HealthBonus\n{\n\t//$Category Treasure\n\t//$Title Cross\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n\t-INVENTORY.NEVERRESPAWN\n\tInventory.Amount 1\n\tInventory.PickupSound \"pickups/cross\"\n\tInventory.PickupMessage \"Cross\"\n\tInventory.MaxAmount 200\n\tStates\n{\n\tSpawn:\n\t\tTESE A -1 bright\n\t\tStop\n\t\t}\n}\n\nACTOR Chalice : Health 15015\n{\n\t//$Category Treasure\n\t//$Title Chalice\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n\t-INVENTORY.NEVERRESPAWN\n\tInventory.Amount 2\n\tInventory.PickupSound \"pickups/cup\"\n\tInventory.PickupMessage \"Chalice\"\n\tInventory.MaxAmount 200\n\tStates\n{\n\tSpawn:\n\t\tTESE C -1 bright\n\t\tStop\n\t\t}\n}\n\nACTOR Chest : Health 15016\n{\n\t//$Category Treasure\n\t//$Title Chest\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n\t-INVENTORY.NEVERRESPAWN\n\tInventory.Amount 4\n\tInventory.PickupSound \"pickups/chest\"\n\tInventory.PickupMessage \"Chest\"\n\tInventory.MaxAmount 200\n\tStates\n{\n\tSpawn:\n\t\tTESE D -1 bright\n\t\tStop\n\t\t}\n}\n\nACTOR Crown : Health 15017\n{\n\t//$Category Treasure\n\t//$Title Crown\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n\t-INVENTORY.NEVERRESPAWN\n\tInventory.Amount 6\n\tInventory.PickupSound \"pickups/crown\"\n\tInventory.PickupMessage \"Crown\"\n\tInventory.MaxAmount 200\n\tStates\n{\n\tSpawn:\n\t\tTESE B -1 bright\n\t\tStop\n\t\t}\n}\n\n////////////////////////////////////\n// MEDICAL : HEALTH POINTS //////\n////////////////////////////////////\nACTOR Wolfkit : Medikit replaces Medikit\n{\n Inventory.Amount 25\n Inventory.PickupMessage \"$GOTMEDIKIT\"\n States\n {\n Spawn:\n HTLH D -1\n Stop\n }\n}\n\n////////////////////////////////////\n// FOOD : HEALTH POINTS //////\n////////////////////////////////////\nACTOR HotMeal : Stimpack Replaces Stimpack\n{\n Inventory.Amount 10\n Inventory.PickupMessage \"Eat a hot meal! 10+ health!\"\n States\n {\n Spawn:\n HTLH C -1\n Stop\n }\n}\n\nACTOR BeefSlab : Health 15030\n{\n\tInventory.Amount 7\n\tInventory.PickupMessage \"Picked up a slab of beef. +7 health!\"\n States\n {\n Spawn:\n\tBEEF A -1\n\tStop\n\t}\n}\n\nACTOR Apple : Health 15031\n{\n\tInventory.Amount 2\n\tInventory.PickupMessage \"Picked up an apple. +2 health!\"\n States\n {\n Spawn:\n\tAPPL A -1\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/items/INVENTORY.txt",
"contents": "/////////////////////////////////////////////////////////////\n// DOCTOR BAG : inventory\t\t ////////////////////////////\n/////////////////////////////////////////////////////////////\nACTOR DoctorsBag : CustomInventory 15032\n{\n\t+INVENTORY.INVBAR\n\tInventory.MaxAmount 2\n\tInventory.Icon \"DOCBG0\"\n\tInventory.PickupMessage \"Picked up a doctor's bag! use for ++ health!\"\n\tStates\n{\n\tSpawn:\n\t\tDOCB G -1\n\n\tUse:\n\t\tTNT1 A 1 A_GiveInventory (\"Medikit\", 4)\n\t\tStop\n\t\t}\n}\n\n//---------------------------------------------------------//\n//---------------------------------------------------------//\n\n//////////////////////////\n// SCUBA GEAR ///////\n//////////////////////////\nActor ScubaGear : CustomInventory 15051\n{\n\tInventory.PickupMessage \"You found some scuba equipment!\"\n\tInventory.Maxamount 1\n\tInventory.Icon \"VOSCU0\"\n\t+COUNTITEM\n\t+INVENTORY.INVBAR\n\tStates\n{\n\tSpawn:\n\t\tVOSC U -1 Bright\n\t\tLoop\n\n\tUse:\n\t\tTNT1 A 1 A_GiveInventory (\"ScubaEnabled\", 1)\n\t\tStop\n\t\t}\n}\n\n/////////////////////////////////////////////////////////////\nActor PowerNoDrown : PowerProtection\n{\n\tDamageFactor \"drowning\", 0\n\tInventory.Icon \"VOSCU0\"\n}\n\nActor ScubaEnabled : PowerupGiver\n{\n\t+INVENTORY.AUTOACTIVATE\n\tPowerup.Color Lightblue 0.25\n\tPowerup.Duration -60\n\tPowerup.Type NoDrown\n\tStates\n{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t\t}\n}\n////////////////////////////////////////////////////////////\n\n//---------------------------------------------------------//\n//---------------------------------------------------------//\n\n///////////////////////////////////////////////////\n// ELEKTROLAMPE\t\t\t\t\t\t\t\t///////\n///////////////////////////////////////////////////\nActor Elektrolampe : CustomInventory 15034\n{\n\tInventory.PickupMessage \"You found an Elektrolampe!\"\n\tInventory.Maxamount 2\n\tInventory.Icon \"VLAMP0\"\n\t+COUNTITEM\n\t+INVENTORY.INVBAR\n\tStates\n{\n\tSpawn:\n\t\tVLAM P -1 Bright\n\t\tLoop\n\n\tUse:\n\t\tTNT1 A 1 A_GiveInventory (\"ElektrolampeEnabled\", 1)\n\t\tStop\n\t\t}\n}\n/////////////////////////////////////////////////////\nACTOR ElektrolampeEnabled : PowerupGiver\n{\n +INVENTORY.AUTOACTIVATE\n Inventory.MaxAmount 0\n Powerup.Color Red 0.25\n Powerup.Duration -40\n Powerup.Type \"LightAmp\"\n States\n {\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t\t}\n}\n//////////////////////////////////////////////////////"
},
{
"source": "pk3",
"name": "actors/misc/CRUELBONUS.txt",
"contents": "///////////////////////////////////\n// FATALITY BONUSES. REALLY COOL //\n///////////////////////////////////\nACTOR CrueltyBonus5health : Health\n{\n\tGame Doom\n\tSpawnID 152\n\t-COUNTITEM\n\tRadius 220\n\tInventory.PickupSound \"\"\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.Amount 5\n\tInventory.MaxAmount 9999\n\tInventory.PickupMessage \"*** Earned a Brutal Bonus! +5 Health! ***\"\n\tStates\n{\n\tSpawn:\n\t\tTNT1 A 50\n\t\tStop\n\t\t}\n}\n//////////////////////////////////\nACTOR CrueltyBonus1health : CrueltyBonus5health\n{\n\tInventory.PickupSound \"\"\n\tInventory.Amount 1\n\tInventory.PickupMessage \"*** Earned a Brutal Bonus! +1 health! ***\"\n}\n//////////////////////////////////\n//////////////////////////\n// NOW GETTING HEALTH ////\n//////////////////////////\nACTOR GiveHealth : Health\n{\n\tGame Doom\n\tSpawnID 152\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.Amount 1\n\tInventory.MaxAmount 9999\n\tInventory.PickupMessage \"$GOTHTHBONUS\"\n\tStates\n\t{\n\tSpawn:\n\t\tBON1 AAABBBCCCDDDCCCBBB 2\n\t\tLoop\n\t}\n}\n//////////////////////////////////"
},
{
"source": "pk3",
"name": "actors/misc/HEADSHOTS.txt",
"contents": "Actor HeadshotTargetHans\n{\n\t+NOTARGET\nDAMAGEFACTOR \"Taunt\", 0.0\nDAMAGEFACTOR \"Blood\", 0.0\nDAMAGEFACTOR \"BlueBlood\", 0.0\nDAMAGEFACTOR \"Head\", 0.0\nDAMAGEFACTOR \"MinorHead\", 0.0\nDAMAGEFACTOR \"KillMe\", 0.0\nDAMAGEFACTOR \"Control\", 0.0\nDAMAGEFACTOR \"Trample\", 0.0\nDAMAGEFACTOR \"GibRemoving\", 0.0\n//DAMAGEFACTOR \"Melee\", 0.3\nDAMAGEFACTOR \"Alert\", 0.0\nDAMAGEFACTOR \"SSG\", 0.0\nDAMAGEFACTOR \"ExplosiveImpact\", 0.0\nDamageFactor \"Coltello\",0.0\nDamageFactor \"Kick\",0\nDAMAGEFACTOR \"Bullet\", 0.0\nDAMAGEFACTOR \"GibRemoving\", 0.0\nDAMAGEFACTOR \"TeleportRemover\", 0.0\nDamageFACTOR \"Freeze\", 0.0\nDamageFACTOR \"Shrink\", 0.0\nDamageFACTOR \"Frost\", 0.0\nDamageFACTOR \"Ice\", 0.0\nDamageFACTOR \"Blackhole\", 0.0\nPainChance 0\n//MONSTER\n-COUNTKILL\nHealth 50\nGibHealth 10000\nRadius 16\nHeight 20\nDamageType head//MA CAZZO!\nBloodType \"Brutal_Blood\"\n+NOGRAVITY\n+SHOOTABLE\n+NOTELEPORT\n+FORCERADIUSDMG\n-SOLID\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+GHOST\n+SERVERSIDEONLY\n-COUNTKILL\nDAMAGEFACTOR \"Trample\", 0\nStates\n{\nSpawn:\nTNT1 A 60\nStop\n\nDeath:\nTNT1 A 0\nXDT3 A 0 A_Explode(600,12,0)//hs\nTNT1 A 1\nStop\n\nXDeath:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nXDT3 A 0 A_Explode(600,12,0)//hs\nTNT1 A 1\nStop\n}\n}\n\nACTOR HeadshotTargetBase\n{\n\t+NOTARGET\nDAMAGEFACTOR \"Taunt\", 0.0\nDAMAGEFACTOR \"Blood\", 0.0\nDAMAGEFACTOR \"BlueBlood\", 0.0\nDAMAGEFACTOR \"Head\", 0.0\nDAMAGEFACTOR \"MinorHead\", 0.0\nDAMAGEFACTOR \"KillMe\", 0.0\nDAMAGEFACTOR \"Control\", 0.0\nDAMAGEFACTOR \"Trample\", 0.0\nDAMAGEFACTOR \"GibRemoving\", 0.0\n//DAMAGEFACTOR \"Melee\", 0.3\nDAMAGEFACTOR \"Alert\", 0.0\nDAMAGEFACTOR \"SSG\", 1.0\nDAMAGEFACTOR \"ExplosiveImpact\", 0.0\nDAMAGEFACTOR \"Bullet\", 1.5\nDAMAGEFACTOR \"GibRemoving\", 0.0\nDAMAGEFACTOR \"TeleportRemover\", 0.0\nDamageFACTOR \"Freeze\", 0.0\nDamageFACTOR \"Shrink\", 0.0\nDamageFACTOR \"Frost\", 0.0\nDamageFACTOR \"Ice\", 0.0\nDamageFACTOR \"Blackhole\", 0.0\nDamageFACTOR \"CutLess\", 0.5\n//MONSTER\n-COUNTKILL\nHealth 300\nGibHealth 10000\nRadius 7\nHeight 18\nDamageType head\nBloodType \"Brutal_Blood\"\nPainChance 255\n+NOGRAVITY\n+SHOOTABLE\n+NOTELEPORT\n+FORCERADIUSDMG\n-SOLID\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+GHOST\n+SERVERSIDEONLY\n-COUNTKILL\nDAMAGEFACTOR \"Trample\", 0\nStates\n{\nSpawn:\nTNT1 A 0\n//TNT1 A 0 A_CheckSight(\"Disappear\")\nXXXX A 3\nXXXX A 1\nStop\n\nDisappear:\nTNT1 A 0\nTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\nStop\n\nPain.Explosive:\nTNT1 A 3\nGoto Pain\n\nPain.ExplosiveImpact:\nTNT1 A 3\nGoto Pain\n\nPain:\nTNT1 A 0\n//TNT1 A 0 ThrustThingZ(0,-40,0,1)\nTNT1 A 1\nTNT1 A 0 A_JumpIfHealthLower(25, \"Pain550\")\nTNT1 A 0 A_JumpIfHealthLower(50, \"Pain500\")\nTNT1 A 0 A_JumpIfHealthLower(75, \"Pain450\")\nTNT1 A 0 A_JumpIfHealthLower(100, \"Pain400\")\nTNT1 A 0 A_JumpIfHealthLower(125, \"Pain350\")\nTNT1 A 0 A_JumpIfHealthLower(150, \"Pain300\")\nTNT1 A 0 A_JumpIfHealthLower(175, \"Pain250\")\nTNT1 A 0 A_JumpIfHealthLower(200, \"Pain200\")\nTNT1 A 0 A_JumpIfHealthLower(225, \"Pain150\")\nTNT1 A 0 A_JumpIfHealthLower(250, \"Pain100\")\nTNT1 A 0 A_JumpIfHealthLower(275, \"Pain50\")\nTNT1 A 0 A_JumpIfHealthLower(288, \"Pain35\")\nTNT1 A 0 A_JumpIfHealthLower(292, \"Pain25\")\nXDT3 A 0 A_Explode(20,15,0)//hs\nPLAY A 0\nStop\n\nPain25:\nTNT1 A 0\nXDT3 A 0 A_Explode(40,12,0)//hs\nTNT1 A 1\nStop\n\nPain35:\nTNT1 A 0\nXDT3 A 0 A_Explode(50,12,0)//hs\nTNT1 A 1\nStop\n\nPain50:\nTNT1 A 0\nXDT3 A 0 A_Explode(60,12,0)//hs\nTNT1 A 1\nStop\n\nPain100:\nTNT1 A 0\nXDT3 A 0 A_Explode(100,12,0)//hs\nTNT1 A 1\nStop\n\nPain150:\nTNT1 A 0\nXDT3 A 0 A_Explode(150,12,0)//hs\nTNT1 A 1\nStop\n\nPain200:\nTNT1 A 0\nXDT3 A 0 A_Explode(200,12,0)//hs\nTNT1 A 1\nStop\n\nPain250:\nTNT1 A 0\nXDT3 A 0 A_Explode(250,12,0)//hs\nTNT1 A 1\nStop\n\nPain300:\nTNT1 A 0\nXDT3 A 0 A_Explode(300,12,0)//hs\nTNT1 A 1\nStop\n\nPain350:\nPain.SSG:\nTNT1 A 0\nXDT3 A 0 A_Explode(350,12,0)//hs\nTNT1 A 1\nStop\n\nPain400:\nTNT1 A 0\nXDT3 A 0 A_Explode(400,12,0)//hs\nTNT1 A 1\nStop\n\nPain450:\nTNT1 A 0\nXDT3 A 0 A_Explode(450,12,0)//hs\nTNT1 A 1\nStop\n\nPain500:\nTNT1 A 0\nXDT3 A 0 A_Explode(500,12,0)//hs\nTNT1 A 1\nStop\n\nPain550:\nTNT1 A 0\nXDT3 A 0 A_Explode(550,12,0)//hs\nTNT1 A 1\nStop\n\nPain600:\nTNT1 A 0\nXDT3 A 0 A_Explode(600,12,0)//hs\nTNT1 A 1\nStop\n\nDeath:\nTNT1 A 0\nXDT3 A 0 A_Explode(600,12,0)//hs\nTNT1 A 1\nStop\n\nXDeath:\nTNT1 A 0\nXDT3 A 0 A_Explode(600,12,0)//hs\nTNT1 A 1\nStop\n }\n}\n\nACTOR HeadshotTarget4: HeadshotTargetBase\n{\nDAMAGEFACTOR \"Head\", 0.0\nStates\n {\nSpawn:\nTNT1 A 0\nXXXX A 5\nXXXX A 1\nStop\n }\n}\n\nACTOR HeadshotTarget2: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nTNT1 A 0\n//TNT1 A 0 A_CheckSight(\"Disappear\")\nXXXX A 5\nXXXX A 1\nStop\n }\n}\n\nACTOR HeadshotTarget8: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nTNT1 A 0\n//TNT1 A 0 A_CheckSight(\"Disappear\")\nXXXX A 11\nXXXX A 1\nStop\n }\n}\n\nACTOR HeadshotTarget10: HeadshotTargetBase\n{\nStates\n {\nSpawn:\nTNT1 A 0\n//TNT1 A 0 A_CheckSight(\"Disappear\")\nXXXX A 12\nXXXX A 1\nStop\n }\n}\n\nACTOR HeadshotTarget20: HeadshotTargetBase\n{\nHeight 15\nStates\n {\nSpawn:\nTNT1 A 0\n//TNT1 A 0 A_CheckSight(\"Disappear\")\nXXXX A 22\nXXXX A 1\nStop\n }\n}\n\nACTOR MeatShield: HeadshotTargetBase\n{\nSpeed 9\n\t+NOTARGET\nDAMAGEFACTOR \"Cut\", 1.0\nDAMAGEFACTOR \"SSG\", 1.0\nDAMAGEFACTOR \"Melee\", 1.0\nDAMAGEFACTOR \"Cutless\", 1.0\nDAMAGEFACTOR \"Plasma\", 1.0\nDAMAGEFACTOR \"Blast\", 1.0\nDAMAGEFACTOR \"Taunt\", 1.0\nDAMAGEFACTOR \"Blood\", 1.0\nDAMAGEFACTOR \"BlueBlood\", 1.0\nDAMAGEFACTOR \"Head\", 0.0\nDAMAGEFACTOR \"MinorHead\", 0.0\nDAMAGEFACTOR \"KillMe\", 0.0\nDAMAGEFACTOR \"Explosive\", 1.0\nDAMAGEFACTOR \"DestroyShield\", 0.0\nHealth 99999\nRadius 24\nHeight 42\nBloodType \"Brutal_Blood\"\nPainChance 255\n+NOGRAVITY\n+SHOOTABLE\n+NOTELEPORT\n-SOLID\n+NODAMAGETHRUST\n-THRUGHOST\n+NORADIUSDMG\n-GHOST\nStates\n{\nSpawn:\nXXXX A 3\nStop\n\nPain:\nPain.Cutless:\nTNT1 A 0 A_PlaySound (\"imp/pain\")\nGoto Spawn\n\nPain.Bullet:\nTNT1 A 0 A_PlaySound (\"imp/pain\")\n\nTNT1 A 1\nGoto Spawn\n\nPain.SSG:\nPain.Cut:\nPain.Flames:\nPain.Fire:\nPain.Burn:\nPain.Plasma:\nPain.Eat:\nPain.Blast:\nPain.Rip:\nPain.ImpFatalityMarine:\nPain.HKF:\nPain.Melee:\nTNT1 A 0 A_PlaySound (\"imp/pain\")\n\nTNT1 AAAAAAAAAAAAAA 1\nGoto Spawn\n }\n}\n\nACTOR Behead\n{\n\t+NOTARGET\nRadius 10\nHeight 10\nDamageType headcut\n+NOGRAVITY\n+NOTELEPORT\n+FORCERADIUSDMG\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\nPROJECTILE\nExplosionRadius 25\nExplosionDamage 300\nStates\n{\nSpawn:\nXDT3 A 0 A_Explode(300,12)\nXDT3 A 0 A_Explode(300,12)\nTNT1 ABC 3\nStop\n }\n}"
},
{
"source": "pk3",
"name": "actors/misc/PLAYER.txt",
"contents": "//===========================================================================\n//\n// BJ BLAZKOWICZ DoomPlayer_PlayerPawn Replacer\n// original architecture created by: Marcos \"Sgt\" Abenante & Zio McCall\n// additional architecture, cleaning, and programming by: V0RPAL (W.L.Martane Desjardins)\n//===========================================================================\nACTOR Playernew : PlayerPawn\n{\n\tSpeed 1.0\n\tHealth 100\n\tRadius 16\n\tHeight 48\n player.viewheight\t38\n\tplayer.attackzoffset 8\n\tMass 80\n GibHealth 30\n\tPainChance 255\n BloodType \"Player_Blood\"\n DAMAGEFACTOR \"Trample\", 8.0\n DAMAGEFACTOR \"Head\", 0.0\n\tDAMAGEFACTOR \"FriendBullet\", 0.0\n DAMAGEFACTOR \"Taunt\", 0.0\n DAMAGEFACTOR \"KillMe\", 0.0\n DAMAGEFACTOR \"SSG\", 5.0\n DAMAGEFACTOR \"Shrapnel\", 0.5\n DAMAGEFACTOR \"Blood\", 0.0//Chi cazzo me lo aveva rimesso a 0.5,PORCO DIO?!?\n DAMAGEFACTOR \"BlueBlood\", 0.5\n DAMAGEFACTOR \"GreenBlood\", 0.5\n DAMAGEFACTOR \"MinorHead\", 0.0\n DAMAGEFACTOR \"Decaptate\", 0.0\n\tDAMAGEFACTOR \"Cut\", 4.0\n\tDAMAGEFACTOR \"Kick\", 3.0\n\tDAMAGEFACTOR \"Fatality\", 5.0\n\tDAMAGEFACTOR \"SuperPunch\", 5.0\n\tDAMAGEFACTOR \"HelperMarineFatallity\", 0.0\n\tPlayer.ColorRange 0 0\n player.sidemove 0.9\n\tPlayer.DisplayName \"B.J.\"\n\tPlayer.StartItem \"Clip\", 60\n\tPlayer.StartItem \"ThomAmmo\", 30\n\tPlayer.StartItem \"ShotgunAmmo\", 8\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"RocketRounds\", 4\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\tScale 0.85\n\t//Player.JumpZ 6.5\n\n\tStates\n\t{\n\n Spawn:\nBLAS A 60\nBLAS B 60\nBLAS C 60\n\t\tLoop\n\nBARRELSTAND:\nTNT1 A 0\nGOTO SPAWN\n\nPUNCH:\nTNT1 A 0\nGOTO SPAWN\n\nNOMOVEPUMP:\nTNT1 A 0\nGOTO SPAWN\n\nADSSTAND:\nTNT1 A 0\nGOTO SPAWN\n\nsayoneliner:\nTNT1 A 0\nGOTO SPAWN\n\nadvancedtaunt:\nTNT1 A 0\nGOTO SPAWN\n\nROLLLEFT:\nTNT1 A 0\nGOTO SPAWN\n\nROLLRIGHT:\nTNT1 A 0\nGOTO SPAWN\n\n\tSee:\nBLAZ AA 3\nTNT1 A 0 A_CheckFloor(\"Step1\")\nBlaz BB 3\n\nSecondLeg:\nBlaz CC 3\nTNT1 A 0 A_CheckFloor(\"Step2\")\nBlaz DD 3\nGOTO Spawn\n\nStep1:\nNULL A 0\n//Null a 0 a_playsound(\"floor/rock\")\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nBLAZ BB 3\nGoto SecondLeg\n\nStep2:\nNULL A 0\n//Null a 0 a_playsound(\"floor/rock\")\nNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\nBLAZ DD 3\nGoto Spawn\n\n Missile:\nBLAZ E 12\nGOTO SPAWN\n\nMelee:\nBlaz F 12\nGOTO SPAWN\n\nPain:\n\t\tBLAZ G 4\n\t\tBLAZ G 4 A_Pain\n\t\tGoto Spawn\n\nPain.KickNazi:\nTNT1 A 0 A_Recoil(10)\n\t\tBLAZ G 4\n\t\tBLAZ G 4 A_Pain\n\t\tGoto Spawn\n\nDeath.EnemyHeadShot:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\nTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n PLNH ABCD 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\nPLNH E -1\n\t\tStop\n\n\tDeath:\n TNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_Jump (160, 3)\n Goto Death.Arm\n TNT1 AAA 0\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tPLAY N -1\n\t\tStop\n\n Death.Eat:\n TNT1 A 0 A_Takeinventory(\"Kicking\",1)\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL1 A 10 A_XScream\n XPL1 B 20 A_NoBlocking\n XPL1 CDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL1 E -1\n Stop\n\n Death.Cut:\n TNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RipGuts\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathHalfMarine\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 AA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL2 A 10 A_XScream\n TNT1 AA 0 A_CustomMissile (\"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 (\"MediumBloodSpot\")\n XPL2 E -1\n Stop\n\n Death.Slime:\n TNT1 A 0 A_PlaySound(\"BIGSCREA\")\n TNT1 A 0 A_Takeinventory(\"Kicking\",1)\n PMET AABBCCDDEEFFGGHHIIIII 10 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n PMET IIIIIIIIIIJJJJJJJJJJJJJJJJJJJJJJKKKKKKKKKKKKKKKKKKKKKKKKKKLLLLLLLLLLLLLLL 3 A_CustomMissile (\"PlasmaSmoke\", 25, 0, random (0, 180), 2, random (0, 180))\n TNT1 A 0 A_NoBlocking\n TNT1 A -1\n Stop\n\n Death.CutLess:\n TNT1 A 0 A_Takeinventory(\"Kicking\",1)\n TNT1 A 0 A_Jump (128, 3)\n Goto Death.Arm\n TNT1 AAA 0\n\t\t Goto Death.Cut\n\n Death.Rip:\n TNT1 A 0 A_Takeinventory(\"Kicking\",1)\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 A 10 A_XScream\n TNT1 AAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 B 20 A_NoBlocking\n XPL3 C 10 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL3 D 10 A_CustomMissile (\"MuchBlood\", 40, 0, random (0, 360), 2, random (0, 160))\n XPL3 E 10 A_CustomMissile (\"MuchBlood\", 30, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 20, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 10, 0, random (0, 360), 2, random (0, 160))\n XPL3 F 10 A_CustomMissile (\"MuchBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL3 F -1\n Stop\n\n\tXDeath:\n TNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 ThrustThingZ(0,60,0,1)\n TNT1 A 0 A_CustomMissile (\"MarineXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\nTNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\nTNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\nTNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)\nTNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\nTNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\nTNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)\n MHEA A 7 A_XScream\n MHEA B 7 A_NoBlocking\n MHEA CD 7\n MHEA E -1\n\t\tStop\n\n\tDeath.SuperPunch:\n Death.Blast:\n\tDeath.SSG:\n TNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t POSS Q 2 A_FaceTarget\n //TNT1 A 0 A_CustomMissile (\"MeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\t\t\t\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 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 POSS RSTUVW 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n POSS X -1\n Stop\n\n Death.Rape:\n TNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_Jump (160, 3)\n Goto Death.Arm\n TNT1 AAA 0\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 A 20 A_XScream\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath1\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 1, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 B 20 A_NoBlocking\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 C 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 D 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 E 20\n TNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n XPL4 F 20\n TNT1 AAAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL4 F -1\n Stop\n\n\t\tDeath.Arm:\n TNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n XPL5 A 10\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"DSFDTHE\")\n XPL5 BCBCBCBC 10 A_CustomMissile (\"MuchBlood\", 25, 0, random (0, 360), 2, random (0, 160))\n XPL5 DE 7 A_CustomMissile (\"MuchBlood\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n XPL5 E -1\n Stop\n\n\t\tDeath.ExplosiveImpact:\n TNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\tTNT1 A 0 A_CustomMissile (\"XDeathflamesoldierLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n XPL6 A 5\n\t\tTNT1 A 0 A_NoBlocking\n XPL6 BCDE 5\n\n XPL6 F -1\n Stop\n\n\t\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n TNT1 A 1\n TNT1 A -1\n Stop\n\n Death.plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n TNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 1\n TNT1 A -1\n Stop\n\n Death.burn:\n TNT1 A 0 A_Takeinventory(\"Kicking\",1)\n TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\t PBUR A 1\n PBUR A 1 A_PlayerScream\n PBUR A 1 A_NoBlocking\n PBUR AAAABBBBCCCC 2 A_CustomMissile (\"SmallFlameTrails\", 32, 0, random (0, 180), 2, random (0, 180))\n\t PBUR DDDDEEEE 2 A_CustomMissile (\"SmallFlameTrails\", 16, 0, random (0, 180), 2, random (0, 180))\n PBUR EEEEE 4 A_CustomMissile (\"SmallFlameTrails\", 8, 0, random (0, 180), 2, random (0, 180))\n\t\tPBUR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 6 A_CustomMissile (\"PlasmaSmoke\", 8, 0, random (0, 180), 2, random (0, 180))\n PBUR E -1\n Stop\n\n\tDeath.Fire:\n Death.flames:\n TNT1 A 0\n TNT1 A 0 A_Takeinventory(\"Kicking\",1)\n TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"GenericBurningGuy\")\n TNT1 A 1\n TNT1 A -1\n\t\tStop\n\n\t\t Death.Desintegrate:\n\t TNT1 A 0 A_Takeinventory(\"Kicking\",1)\n TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"DesintegratedHuman\")\n\t\tTNT1 A 1\n TNT1 A -1\n Stop\n\n Death.Stomp:\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AAAAAA 0 bright A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath2\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 AA 0 bright A_CustomMissile (\"XDeath3\", 55, 0, random (0, 360), 2, random (30, 180))\n\tTNT1 A 0 A_SpawnItem (\"CrushedRemains\")\n\tTNT1 A 1\n\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n\tTNT1 A 1 A_XScream\n TNT1 A 1 A_NoBlocking\n\tTNT1 A -1\n\tStop\nDeath.Laser:\n\n\t\tTNT1 A 0 A_PLAYSOUND(\"HORRIBLE/DEATH\")\n LD1A A 20 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\nLD1A A 20 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\nLD1A A 20 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\nLD1A A 20 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\nLD1A A 20 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\nLD1A BCDEF 2 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_NoBlocking\n ld1a g -1\n\t\tStop\n\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n CRS1 A 5\n CRS1 A -1\n Stop\n\n Death.Fatality:\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n TNT1 A 0 A_GiveToTarget(\"PVPFatality\", 1)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n Stop\n FatalityPVP:\n TNT1 A 0 SetPlayerProperty(0,1,0)\n TNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n TNT1 A 0 A_SetInvulnerable\n //////////////////////////////////////////////////////\n PVPF ABB 10\n PVPF C 5\n\t\tPVPF D 10\nXXXX A 0 A_CustomMissile (\"ShakeShakeShake\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tPVPF D 10\n TNT1 A 0 A_CustomMissile (\"MuchMeatDeath\", 50, 0, random (0, 360), 2, random (0, 160)) PVPF EFF 10\n //////////////////////////////////////////////////////\n TNT1 A 0 A_TakeInventory(\"PVPFatality\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Megasphere\",1)\n TNT1 A 0 SetPlayerProperty(0,0,0)\n TNT1 A 0 A_UnSetInvulnerable\n Goto Spawn\n\n// This section is responsable for calling scripts to make blood\n// drip on the screen when the player is affected by one of the actors\n// in the BLOODSPLASH lump.\n\n\tPain.Blood:\n TNT1 A 0 A_Giveinventory(\"BloodOnVisor\",1)\n TNT1 A 0 A_Giveinventory(\"GiveHealth\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"MeatAmmo\", 1)\n TNT1 A 0 A_Jump(255,\"Bled1\",\"Bled2\",\"Bled3\",\"Bled4\",\"Bled5\",\"Bled6\")\n Goto Bled1\n\n Bled1:\n TNT1 A 0 ACS_Execute(580, 0, 0, 0, 0)\n Goto spawn\n Bled2:\n TNT1 A 0 ACS_Execute(581, 0, 0, 0, 0)\n Goto spawn\n Bled3:\n TNT1 A 0 ACS_Execute(582, 0, 0, 0, 0)\n Goto spawn\n Bled4:\n TNT1 A 0 ACS_Execute(583, 0, 0, 0, 0)\n Goto spawn\n Bled5:\n TNT1 A 0 ACS_Execute(584, 0, 0, 0, 0)\n Goto spawn\n Bled6:\n TNT1 A 0 ACS_Execute(585, 0, 0, 0, 0)\n Goto spawn\n\n\tPain.BlueBlood:\n TNT1 A 0 A_Giveinventory(\"BlueBloodOnVisor\",1)\n TNT1 A 0 A_Giveinventory(\"GiveHealth\",1)\n TNT1 A 0 A_Jump(255,\"BBled1\",\"BBled2\",\"BBled3\",\"BBled4\",\"BBled5\",\"BBled6\")\n Goto BBled1\n BBled1:\n TNT1 A 0 ACS_Execute(570, 0, 0, 0, 0)\n Goto spawn\n BBled2:\n TNT1 A 0 ACS_Execute(571, 0, 0, 0, 0)\n Goto spawn\n BBled3:\n TNT1 A 0 ACS_Execute(572, 0, 0, 0, 0)\n Goto spawn\n BBled4:\n TNT1 A 0 ACS_Execute(573, 0, 0, 0, 0)\n Goto spawn\n BBled5:\n TNT1 A 0 ACS_Execute(574, 0, 0, 0, 0)\n Goto spawn\n BBled6:\n TNT1 A 0 ACS_Execute(575, 0, 0, 0, 0)\n Goto spawn\n\n\tPain.GreenBlood:\n TNT1 A 0 A_Giveinventory(\"GreenBloodOnVisor\",1)\n TNT1 A 0 A_Giveinventory(\"GiveHealth\",1)\n TNT1 A 0 A_Jump(255,\"GBled1\",\"GBled2\",\"GBled3\",\"GBled4\",\"GBled5\",\"GBled6\")\n Goto Bled1\n\n GBled1:\n TNT1 A 0 ACS_Execute(560, 0, 0, 0, 0)\n Goto spawn\n GBled2:\n TNT1 A 0 ACS_Execute(561, 0, 0, 0, 0)\n Goto spawn\n GBled3:\n TNT1 A 0 ACS_Execute(562, 0, 0, 0, 0)\n Goto spawn\n GBled4:\n TNT1 A 0 ACS_Execute(563, 0, 0, 0, 0)\n Goto spawn\n GBled5:\n TNT1 A 0 ACS_Execute(564, 0, 0, 0, 0)\n Goto spawn\n GBled6:\n TNT1 A 0 ACS_Execute(565, 0, 0, 0, 0)\n Goto spawn\n\n Salutes1:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_PlaySound (\"DSSALUTE\")\n MWAV BCDEFEFDCB 7\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n Goto Spawn\n\n Salutes2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound (\"DSSALUTE\")\n MWAV GHGHG 10\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n Goto Spawn\n\n\t//Special Checkers\n\n\t\tSpecialChecker:\n TNT1 A 1\n TNT1 A 0 A_TakeInventory(\"GoSpecial\", 1)\n TNT1 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salutes1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salutes2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelStand\")\n //TNT1 A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n TNT1 A 0 A_JumpIfInventory(\"Kicking\", 1, \"RifleKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Pumping\", 1, \"NoMovePump\")\n TNT1 A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSStand\")\n TNT1 A 0 A_TakeInventory(\"GoSpecial\", 1)\n Goto Spawn\n\n SpecialCheckerMoving:\n TNT1 A 1\n TNT1 A 0 A_TakeInventory(\"GoSpecial\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GotMeatShield\", 1, \"MeatShieldChecker\")\n TNT1 A 0 A_JumpIfInventory(\"RollLeft\", 1, \"RollLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RollRight\", 1, \"RollRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salutes1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salutes2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\", 1, \"BarrelMove\")\n //TNT1 A 0 A_JumpIfInventory(\"Punching\", 1, \"Punch\")\n TNT1 A 0 A_JumpIfInventory(\"Kicking\", 1, \"RifleKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Pumping\", 1, \"Pump\")\n TNT1 A 0 A_JumpIfInventory(\"ADSMode\", 1, \"ADSMove\")\n TNT1 A 0 A_JumpIfInventory(\"HasImpShield\", 1, \"SeeImpShield\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasZmanShield\", 1, \"SeeZmanShield\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasSguyShield\", 1, \"SeeSguyShield\")\n TNT1 A 0 A_TakeInventory(\"GoSpecial\", 1)\n Goto See\n\n FatalityChecker:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 ACS_Execute(477, 0, 0, 0, 0)\n TNT1 A 0 A_JumpIfInventory(\"SKNazi\", 1, \"StealthKilLNazi\")//???\n TNT1 A 0 A_TakeInventory(\"GoFatality\", 1)\n\t\tGoto See\n\t}\n}\n\nACTOR ChaseCam2\n{\n height 0\n radius 0\n +NOGRAVITY\n states\n {\n Spawn:\n TNT1 A -1\n stop\n }\n}\n\nACTOR FootStep\n{\n Radius 10\n Height 10\n Speed 7\n\tProjectile\n\t-NOGRAVITY\n\t+MISSILE\n +NOTELEPORT\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n +NOEXTREMEDEATH\n DamageType Trample\n //Damage 0\n\t+NODAMAGETHRUST\n\tgravity 40\n\tmass 1000\n Obituary \"%o was trampled by %k.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 3\n\t\t\tstop\n Death:\n TNT1 A 1\n Stop\n\t\tCrash:\n\t\t\tTNT1 A 1\n\t\t\tstop\n }\n}\n\nActor Footstep5: FootStep\n{\n Damage 0\n -CLIENTSIDEONLY\n}\n\nActor Footstep6: FootStep\n{\nDamage 0\n -CLIENTSIDEONLY\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tstop\n Death:\n TNT1 A 1\n\t\t\tTNT1 A 1 A_Explode(10,10,0)\n Stop\n\t\tCrash:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 1 A_Explode(10,10,0)\n\t\t\tstop\n }\n}\n\nActor FootstepStrong: FootStep\n{\nSpeed 0\nRadius 16\n Damage 16\n -CLIENTSIDEONLY\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 6\n\t\t\tstop\n }\n}\n\nACTOR Bad : PowerupGiver 2305\n{\n Inventory.Amount 1\n Scale 0.5\n Inventory.MaxAmount 10\n Powerup.Type PowerNearDeath\n Powerup.Duration 24\n Inventory.Icon TNT1A0//Non ho capito.\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR PowerNearDeath : PowerUp\n{\n\tPowerup.Duration -45\n\tSpeed 0.4\n\t//Inventory.Icon \"DANGER\"\n\tPowerup.Color 70,0,0,0.2\n}\n\nACTOR Player_Blood : NashGore_Blood\n {\n states\n {\n Spawn:\n //TNT1 AAAAA 0 A_CustomMissile (\"BloodTr2\", 7, 0, random (0, 360), 2, random (0, 180))\n //TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BloodTr2\", 0, 0, random (0, 180), 2, random (0, 180))\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"BloodTr255\", 0, 0, random (0, 360), 2, random (0, 360))\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n TNT1 A 0 A_CustomMissile (\"CeilBloodLauncher\", -1, 0, random (0, 360), 2, random (50, 130))\n \t TNT1 A 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 7, 0, random (0, 360), 2, random (0, 160))\n\t\t//TNT1 AA 0 A_CustomMissile (\"WallRedBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n BLOD BCD 0\n stop\n\tSplash:\n BLOD A 0\n stop\n\n }\n}\n\nACTOR PlayerFlyingBlood\n{\n game Doom\n scale 0.75\n speed 7\n health 1\n radius 8\n height 1\n\tDecal BloodSuper\n +MISSILE\n +CLIENTSIDEONLY\n +NOTELEPORT\n +NOBLOCKMAP\n +FORCEXYBILLBOARD\n +EXPLODEONWATER\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n XDT1 ABCD 4 A_SpawnItem(\"NashGore_FlyingBloodTrail\",0,0,0,1)\n loop\n\tSplash:\n BLOD A 0\n stop\n Death:\n TNT1 A 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n XDT1 EFGHIJKL 3\n stop\n }\n}\n\nACTOR BloodOnVisor : PowerupGiver 2408\n{\n Inventory.Amount 1\n Scale 0.5\n Inventory.MaxAmount 10\n Powerup.Type BloodOnVisor\n Powerup.Duration 400\n Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR PowerBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nACTOR BlueBloodOnVisor : PowerupGiver\n{\n Inventory.Amount 1\n Scale 0.5\n Inventory.MaxAmount 10\n Powerup.Type BlueBloodOnVisor\n Powerup.Duration 400\n Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR PowerBlueBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nACTOR GreenBloodOnVisor : PowerupGiver\n{\n Inventory.Amount 1\n Scale 0.5\n Inventory.MaxAmount 10\n Powerup.Type GreenBloodOnVisor\n Powerup.Duration 400\n Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR PowerGreenBloodOnVisor : PowerUp\n{\n\tPowerup.Duration -90\n\tSpeed 0.4\n\tInventory.Icon \"TNT1A0\"\n\tPowerup.Color 70,0,0,0.0\n}\n\nACTOR KickAttack: FastProjectile\n{\n\tRadius 6\n\tHeight 6\n\tDamageType Kick\n\tProjectile\n\t+FORCEXYBILLBOARD\n\t+FORCERADIUSDMG\n\t+NOEXTREMEDEATH\n\tRenderStyle Add\n\tAlpha 0.6\n Damage 14\n Speed 32\n\t//HitObituary \"$OB_IMPHIT\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n TNT1 A 1 //A_PlaySound(\"weapons/gswing\")\n\t\tStop\n\tDeath:\n\t\t PUFF A 3 A_PlaySound(\"player/cyborg/fist\")\n PUFF BCD 3\n\t\tStop\n\t}\n}\n\nACTOR SuperKickAttack: KickAttack\n{\n Damage 30\n\t-NOEXTREMEDEATH\n}\n\nACTOR AirKickAttack: KickAttack\n{\n\tRadius 12\n\tHeight 12\n Damage 40\n}\n\nACTOR SuperAirKickAttack: KickAttack\n{\n\tRadius 12\n\tHeight 12\n\t-NOEXTREMEDEATH\n Damage 80\n}\n\nActor PlayerStep\n{\nRadius 32\nHeight 55\nGravity 10\n+CORPSE\n+NOCLIP\n-DONTSPLASH\nStates\n{\nSpawn:\n TNT1 A 3\n TNT1 A 0\n Stop\nCrash:\n TNT1 A 1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/misc/RANDSPAWNS.txt",
"contents": "///////////////////////////////\n// RANDOM SPAWNERS\t\t\t///\n///////////////////////////////\nactor MP40SpawnerNew : RandomSpawner replaces Chaingun\n{\n DropItem \"MP40Spawner\"\n DropItem \"NaziChaingun\"\n}\n\nActor HoundSpawner : RandomSpawner replaces Demon\n{\n\tDropItem \"Hound\"\n\tDropItem \"Hound_Idle_1\"\n\tDropItem \"Hound_Idle_2\"\n}\n\nActor RandomDeadOfficerSpawn: RandomSpawner Replaces DeadShotgunGuy\n{\n\tDropItem \"DeadShotgunGuy1\"\n\tDropItem \"DeadShotgunGuy_NoArm\"\n\tDropItem \"DeadShotgunGuy_NoLeg\"\n}\n\nActor RandomDeadSoldatSpawn: RandomSpawner Replaces DeadZombieMan\n{\n\tDropItem \"DeadZombieman1\"\n\tDropItem \"DeadZombieMan_NoArm\"\n\tDropItem \"DeadZombieManMinorHead\"\n}\n\nActor RandomAGITATION:RandomSpawner\n{\n\tDropItem \"SCHELETROdemerda\"\n\tDropItem \"MACHEOOOO_1\"\n}\n\nActor RandomDeadBlueNaziSpawn: RandomSpawner replaces DeadDemon\n{\n\tDropItem \"DEATHNAZI\"\n\tDropItem \"DEATHNAZIWAW\"\n\tDropItem \"DeadNazi_NoLeg\"\n}\n\nActor GIRLReplacer : RandomSpawner Replaces WolfensteinSS\n{\n\tDropItem \"NAZIGIRL\"\n\tDropItem \"NAZIGIRL\"\n\tDropItem \"girl_PATROL\"\n}\n\nActor CavaliereSpawner: RandomSpawner Replaces ShortGreenColumn\n{\n\tDropItem \"Cavaliere\"\n\tDropItem \"Cavaliere\"\n\tDropItem \"Cavaliere\"\n\tDropItem \"KamikazeKnight\"\n}\n\nActor FlameSoldierReplacer : RandomSpawner Replaces Cacodemon\n{\n\tDropItem \"FlameSoldier\"\n\tDropItem \"FlameSoldier\"\n\tDropItem \"FLS_PATROL\"\n}\n\nActor OfficerReplacer : RandomSpawner Replaces Chaingunguy\n{\n\tDropItem \"ShotgunGuy1\"\n\tDropItem \"ShotgunGuy1\"\n\tDropItem \"OFF_PATROL\"\n\tDropItem \"NAZIOFFICER\"\n\tDropItem \"NAZIOFFICER\"\n\tDropItem \"NAZMP40_PATROL\"\n}\n\nActor EasyOfficerReplacer : RandomSpawner\n{\n\tDropItem \"EasyRegularOfficer\"\n\tDropItem \"EasyRegularOfficer\"\n\tDropItem \"NAZIOFFICER\"\n\tDropItem \"NAZIOFFICER\"\n}\n\nACTOR MUTANTSSpawner : RandomSpawner replaces DOOMIMP\n{\n\tDropItem \"SoldierMutant\"\n\tDropItem \"MUTANT\"\n}\n\nActor NaziReplacer : RandomSpawner Replaces Shotgunguy\n{\n\tDropItem \"Panzergrenadier\"\n\tDropItem \"Panzergrenadier\"\n\tDropItem \"PAN_PATROL\"\n\tDropItem \"Nazi\"\n\tDropItem \"Nazi\"\n\tDropItem \"Nazi_PATROL\"\n}\n\nActor EasyNaziReplacer : RandomSpawner\n{\n\tDropItem \"EasyWaffenSS\"\n\tDropItem \"EasyWaffenSS\"\n\tDropItem \"EasyNazi\"\n\tDropItem \"EasyNazi\"\n}\n\nActor SAReplacer : RandomSpawner Replaces ZombieMan\n{\n\tDropItem \"Zombie_Man\"\n\tDropItem \"Zombie_Man\"\n\tDropItem \"NaziGuard_Patrol\"\n\tDropItem \"Rifle_man\"\n\tDropItem \"Rifle_man\"\n\tDropItem \"Rifle_PatrolState\"\n}\n\nActor EasySAReplacer : RandomSpawner\n{\n\tDropItem \"Zombie_Man\"\n\tDropItem \"Zombie_Man\"\n}\n\n/////////////////////////////////\n// WEAPONS\t\t\t\t\t/////\n/////////////////////////////////\nActor UsaWeaponSpawner : RandomSpawner Replaces InfraRed\n{\n\tDropItem \"M1GARAND\"\n\tDropItem \"M1GARAND\"\n\tDropItem \"Thommyandco\"\n\tDropItem \"Thommyandco\"\n\tDropItem \"BWBar\"\n\tDropItem \"BWBar\"\n\tDropItem \"TRGUN\"\n}\n\nActor GermanWeaponReplacer:RandomSpawner\n{\n\tDropItem \"MP40Spawner\"\n\tDropItem \"MG42\"\n\tDropItem \"Karabine98\"\n\tDropItem \"STG44\"\n}\n\nActor GermanAndUsaWeaponReplacer:RandomSpawner\n{\n\tDropItem \"MP40Spawner\"\n\tDropItem \"MG42\"\n\tDropItem \"Karabine98\"\n\tDropItem \"STG44\"\n\tDropItem \"M1GARAND\"\n\tDropItem \"Thommyandco\"\n\tDropItem \"BWBar\"\n\tDropItem \"TRGUN\"\n}\n\n//Ammos\nActor ClipReplacer : RandomSpawner Replaces Clip\n{\n\tDropItem \"WolfClip\"\n\tDropItem \"KARClip\"\n\tDropItem \"MGAmmoReserve\"\n\tDropItem \"MauserClip\"\n}\n\nActor GermanUsaAmmo:RandomSpawner\n{\n\tDropItem \"WolfClip\"\n\tDropItem \"KARClip\"\n\tDropItem \"MGAmmoReserve\"\n\tDropItem \"MauserClip\"\n\tDropItem \"M1GarandDrop\"\n\tDropItem \"ThompsonAmmo\"\n\tDropItem \"BWShellsBW\"\n}\n\nActor BoxReplacer : RandomSpawner Replaces ClipBox\n{\n\tDropItem \"WolfClipBox\"\n\tDropItem \"WolfClipBox\"\n\tDropItem \"KarClipBox\"\n\tDropItem \"MauserClipBox\"\n}\n\nActor ShellReplacer : RandomSpawner Replaces Shell\n{\n\tDropItem \"WolfClip\"\n\tDropItem \"WolfClip\"\n\tDropItem \"KARClip\"\n\tDropItem \"MGAmmoReserve\"\n\tDropItem \"MauserClip\"\n}\n\nActor WolfMauserClipOzy : RandomSpawner 21072\n{\n\tDropItem \"WolfClipBox\"\n\tDropItem \"MauserClipBox\"\n}\n\nActor InsaneEnemySpawner:RandomSpawner\n{\n\tDropItem \"ShotgunGuy1\"\n\tDropItem \"ShotgunGuy1\"\n\tDropItem \"OFF_PATROL\"\n\tDropItem \"NAZIOFFICER\"\n\tDropItem \"NAZIOFFICER\"\n\tDropItem \"NAZMP40_PATROL\"\n\tDropItem \"Panzergrenadier\"\n\tDropItem \"Panzergrenadier\"\n\tDropItem \"PAN_PATROL\"\n\tDropItem \"Nazi\"\n\tDropItem \"Nazi\"\n\tDropItem \"Nazi_PATROL\"\n\tDropItem \"Zombie_Man\"\n\tDropItem \"Zombie_Man\"\n\tDropItem \"NaziGuard_Patrol\"\n\tDropItem \"Rifle_man\"\n\tDropItem \"Rifle_man\"\n\tDropItem \"Rifle_PatrolState\"\n}"
},
{
"source": "pk3",
"name": "actors/monsters/BLUE_SS.txt",
"contents": "//////////////////////////////\n// BLUE SS NAZI TROOPER ///\n//////////////////////////////\n\tACTOR Nazi\n\t{\n\tGame Doom\n\tHealth 120\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 8\n\tFastSpeed 12\n\tPainChance 170\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tMONSTER\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t+NOINFIGHTING\n\t+DONTHARMSPECIES\n\t-FASTER\n\t-DONTHURTSPECIES\n\t+THRUGHOST\n\tBloodType \"NashGore_Blood\"\n\tSeeSound \"nazi/sight\"\n\tAttackSound \"MP40\"\n\tPainSound \"nazi/pain\"\n\tDeathSound \"nazi/death\"\n\tDropItem \"Clip\"\n\tObituary \"%o was gunned down by a Light SS.\"\n\tPainChance \"Melee\", 255\n\tPainChance \"StealthKnife\",255\n\tPainChance \"ExplosiveImpact\", 255\n\tPainChance \"blood\", 0\n\tDAMAGEFACTOR \"blood\", 0.0\n\tDAMAGEFACTOR \"Candelabroencapo\",10\n\tDAMAGEFACTOR \"RifleNoExplode\", 2.0\n\tDAMAGEFACTOR \"Melee\", 2.0\n\tDAMAGEFACTOR \"KillMe\", 0.0\n\tDAMAGEFACTOR \"SSG\", 10.0\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n{\n\n\tSpawn:\n\t\tTNT1 A 0 A_GiveInventory(\"CanStealthKilled\",1)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSSAL A 1 A_Look\n\t\tLoop\n\n\tSee:\n\t\tTNT1 A 0 A_TakeInventory(\"CanStealthKilled\",1)\n\t\tNAZI AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI BB 2 A_Chase\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI BB 2 A_Chase\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\tGoto See\n\n\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tNAZI E 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tNAZI E 5 A_FACETARGET\n\t\tTNT1 A 0 A_Jump(72,\"Missile2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 a_GiveInventory(\"NaziMag\",1)\n\t\tTNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 a_GiveInventory(\"NaziMag\",1)\n\t\tTNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 a_GiveInventory(\"NaziMag\",1)\n\t\tTNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 a_GiveInventory(\"NaziMag\",1)\n\t\tTNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n\t\tTNT1 A 0 a_GiveInventory(\"NaziMag\",1)\n\t\tTNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tNAZI E 2 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\tGoto See\n\n\tMelee:\n\t\tNAKC A 8 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_CustomMissile(\"NaziKick\",20,0,0)\n\t\tNAKC B 8 A_FaceTarget\n\tGoto Missile2\n\n\tMissile2:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tNAZI E 2 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tNAZI F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n\t\ttnt1 a 0 a_GiveInventory(\"NaziMag\",1)\n\t\tTNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziMag\",32,\"Reloading\")\n\t\tTNT1 A 0 A_MonsterRefire(40,\"see\")\n\t\tLoop\n\n\tReloading:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tSSRL A 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tSSRL B 5 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"mp401\")\n\t\tTNT1 A 0 A_CustomMissile(\"MP40EmptyClip\", 38, 0, random(-11, 11), 0)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tSSRL C 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tSSRL D 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tSSRL D 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tSSRL E 5 A_FaceTarget\n\t\tTNT1 A 0 a_playSound(\"MP402\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tSSRL B 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tSSRL A 5 A_FaceTarget\n\t\tTNT1 A 0 a_takeInventory(\"NaziMag\",32)\n\tGoto See\n\n\tPain:\n\t\tTNT1 A 0 A_TakeInventory(\"CanStealthKilled\",1)\n\t\tTNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_PlaySOund(\"nazi/pain\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tNAZI G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tNAZI G 3 A_Pain\n\t\tTNT1 A 0\n\tGoto See\n\n\tPain.Kick:\n\t\tTNT1 A 0 A_TakeInventory(\"CanStealthKilled\",1)\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,15,0,1)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil (3)\n\t\tNAZI G 2\n\t\tNPBK ABB 2\n\t\tNPBK B 8 A_Pain\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNPBK B 8\n\t\tNPBK C 8 A_Pain\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNPBK B 8\n\t\tNPBK C 8 A_Pain\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNPBK B 8\n\t\tNPBK C 8 A_Pain\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNPBK B 8\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNPBK BA 4\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tNPBK DEF 2\n\tGoto See\n\n\tPain.ExplosiveImpact:\n\tPain.Explosive:\n\t\tTNT1 A 0 A_TakeInventory(\"CanStealthKilled\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Pain\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsDown\", 1, \"Pain\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"IsDown\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tHEI1 AB 8\n\tGoto FallingAfterImpact\n\n\tFallingAfterImpact:\n\t\tHEI1 C 1 A_GiveInventory (\"FallingHeight\", 1)\n\t\tHei1 C 60\n\t\tHEI1 C 1 A_CheckFloor (\"GetUp\")\n\t\tNULL A 0 A_JumpIf (momz == 0, \"GetUp\")\n\tLoop\n\n\tGetUp:\n\t\tTNT1 A 0\n\t\tHEI1 D 10\n\tGoto See\n\n\tDeath.Shotgun:\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Death.Shotgunontheface\")\n\tGoto Death\n\n\tDeath.Shotgunontheface:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(48, \"Death.Arm\", \"Death.Leg\")\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tTNT1 A 0 ThrustThingZ(0,40,0,1)\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tHEI1 AB 15\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHNAZI\")\n\t\tStop\n\n\tPain.StealthKnife:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CanStealthKilled\",1,\"StealthKill\")\n\tGoto Pain\n\n\tStealthKill:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveToTarget(\"BlueGuardStealthed\",1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Die(\"Stealthy\")\n\t\tTNT1 A 0 A_Fall\n\t\tTNT1 A 1\n\t\tStop\n\n\tDeath.Stealthy:\n\t\tTNT1 A 0\n\t\tStop\n\n\tDeath.StealthKnife:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CanStealthKilled\",1,\"StealthKill\")\n\t\tStop\n\n\tDeath.Coltello:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tKNSS AA 2 A_Scream\n\t\tKNSS BBCC 2\n\t\tKNSS DDEEFFGG 2 A_NOBLOCKING\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tKNSS G -1\n\t\tStop\n\n\tDeath.Candelabroencapo:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tNAZI H 5\n\t\tNAZI I 5 A_Scream\n\t\tNAZI J 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tNAZI K 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHNAZI\")\n\t\tStop\n\n\tDeath.DoubleMP40:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(16, \"Death.Number2\", \"Death.Number3\")\n\t\tTNT1 A 0 A_Jump(16, \"Death.WorldAtWarStyle\")\n\t\tTNT1 A 0 A_Jump(16, \"Death.BrutalDoomImpStyle\")\n\t\tTNT1 A 0 A_Jump(192,\"PoorFuckingNazi\")\n\t\tTNT1 A 0 A_Jump(128, \"Death.Arm\", \"Death.Leg\")\n\t\tNAZI H 5\n\t\tNAZI I 5 A_Scream\n\t\tNAZI J 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tNAZI K 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHNAZI\")\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tTNT1 A 0 A_Jump(100, \"Death.Number2\", \"Death.Number3\")\n\t\tTNT1 A 0 A_Jump(100, \"Death.WorldAtWarStyle\")\n\t\tTNT1 A 0 A_Jump(150, \"Death.BrutalDoomImpStyle\")\n\t\tNAZI H 5\n\t\tNAZI I 5 A_Scream\n\t\tNAZI J 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tNAZI K 5 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHNAZI\")\n\t\tStop\n\n\tDeath.Number2:\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\n\tGoto Death.Number4\n\tDeath.Number4:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tSSD2 AA 3 A_Scream\n\t\tSSD2 BBCC 3\n\t\tSSD2 DDEE 3 A_NOBLOCKING\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tSSD2 E -1\n\t\tStop\n\n\tDeath.Number3:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tSSD3 A 3 A_Scream\n\t\tSSD3 B 3 A_SpawnItem(\"MP40Spawner\")\n\t\tSSD3 C 3 A_NOBLOCKING\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tSSD3 D -1\n\t\tStop\n\n\tDeath.BrutalDoomImpStyle:\n\t\tTNT1 A 0 A_SpawnItem (\"DyingSS\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tStop\n\n\tDeath.WorldAtWarStyle:\n\t\tSSDT A 4\n\t\tSSDT B 4 A_Scream\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\t\tSSDT B 2 BRIGHT\n\t\tSSDT C 4\n\t\tTNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\t\tSSDT C 2 BRIGHT\n\t\tSSDT D 4\n\t\tTNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\t\tSSDT D 2 BRIGHT\n\t\tSSDT EFG 4 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tSSDT G 1\n\t\tSSDT G 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tSSDT G 0 A_SpawnItem (\"DEATHNAZIWAW\")\n\t\tStop\n\n\tDeath.Kick:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tNPB2 A 10 A_Noblocking\n\t\tTNT1 A 0 A_sPAWNItem(\"MeinDick\")\n\t\tStop\n\n\tDeath.Leg:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZILeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tNAZ4 A 5\n\t\tNAZ4 B 5 A_Scream\n\t\tNAZ4 C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tNAZ4 D 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadNazi_NoLeg\")\n\t\tStop\n\n\tDeath.Arm:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tNAZ5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tNAZ5 A 1 A_GiveToTarget(\"ScoreItem\", 700)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE_NAZIVERSION\", 2)\n\t\tStop\n\n\tDeath.Cutless:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(90, \"Death.Arm\", \"Death.Leg\",\"Death.ExplosiveImpact\")\n\t\tTNT1 A 0 A_Jump(230, \"PoorFuckingNazi\",\"HitlerDeathStyle\")\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"RIPNAZI\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tSSAS A 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tSSAS B 5 A_Scream\n\t\tSSAS C 5 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tSSAS D 5 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tSSAS D -1\n\t\tStop\n\n\tHitlerDeathStyle:\n\t\tNAZI H 3\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_PlaySound(\"HITLER/GORE\")\n\t\tTNT1 A 0 A_NOBLOCKING\n\t\tFNZB AABB 2\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tFNZB CCDD 2\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tFNZB D -1\n\t\tStop\n\n\tPoorFuckingNazi:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tTNT1 A 0 A_SpawnItem(\"BrutalizedBlueSS\")\n\t\tStop\n\n\tDeath.Melee:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 1000)\n\tGoto Death.Fatality1\n\n\tDeath.Fatality1:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_GiveToTarget(\"ZombieManFatality2\", 1)\n\tStop\n\n\tDeath.EnemyHeadShot:\n\tDeath.Head:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tNAZH ABCDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tNAZH E -1\n\t\tStop\n\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tTNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"MuchBlood2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n\tDeath.Desintegrate:\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZILeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 a 0 A_SpawnItem(\"MP40Spawner\")\n\t\tNAZ2 AB 5\n\t\tNAZ2 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tNAZ2 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"SSPORACCIO\")\n\t\tStop\n\n\tDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"SSPORACCIO\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tDeath.Fire:\n\tDeath.Flames:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tTNT1 A 0 A_SpawnItem(\"BurningSS\")\n\t\tStop\n\n\tRaise:\n\t\tNAZI L 5\n\t\tNAZI KJIH 5\n\t\tGoto See\n\n\tCrush:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tCRS1 A 5\n\t\tCRS1 A -1\n\t\tStop\n\n\tPain.Taunt:\n\t\tTNT1 A 0 A_GiveInventory(\"CanStealthKilled\",1)\n\t\tTNT1 A 0\n\tGoto Missile\n\n\tDeath.KillMe:\n\tDeath.Taunt:\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"Nazi\")\n\t\tStop\n\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"DesintegratedSS\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t\t}\n}\n\n//////////////////////////////\n// BLUE SS GUARD MELEE KICK //\n//(needed for Nazi to kick)///\n//(the player) ///\n//////////////////////////////\nACTOR NaziKick: FastProjectile\n{\n\tRadius 6\n\tHeight 6\n\tAlpha 0.8\n\tDamage 5\n\tSpeed 36\n\tRenderStyle Add\n\tDamageType KickNazi\n\tPROJECTILE\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n\t\tStop\n\n\tDeath:\n\t\tPUFF A 3 A_PlaySound(\"player/cyborg/fist\")\n\t\tPUFF BCD 3\n\t\tStop\n\t}\n}\n\n///////////////////////////\n// PLACEHOLDER ACTORS\t///\n///////////////////////////\nActor WaffenKick:NaziKick\n{\n\tDamage 6\n}\n\nActor NaziMag:Inventory\n{\n\tInventory.maxamount 32\n}\n/////////////////////////////////////////////////////////\n/////////////////////////////////////////////////////////\n\n///////////////////////////////////////////////////////\n// BLUE SS\t\t\t\t\t\t\t///////////////////\n// GUARD.ARM BLOWN OFF.LOOKING AROUND//////////////////\n// IN PAIN ///////////////////\n// SUFFERING ACTOR\t\t\t\t\t /////////////////\n// then will turn into diognomo_naziVersion actor //\n///////////////////////////////////////////////////////\nACTOR TUVUOILEBOTTE_NAZIVERSION\n{\n\tGame Doom\n\tRadius 16\n\tHeight 35\n\tHealth 50\n\tPainChance 255\n\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tPainSound \"NAZI/PAIN\"\n\tDAMAGEFACTOR \"Avoid\", 0.0\n\tDAMAGEFACTOR \"Kick\", 2.0\n\tDAMAGEFACTOR \"Trample\" , 0.0\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tNAZ5 A 10\n\t\tNAZ5 B 10\n\tGoto Suffer\n\n\tSuffer:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n\t\tTNT1 A 0 A_PlaySound (\"nazi/pain\")\n\t\tNAZ5 C 10\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tNAZ5 D 10\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\t\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t\tNAZ5 E 8\n\t\tTNT1 A 0 A_PlaySound (\"nazi/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"DIOGNOMO_NAZIVERSION\")\n\t\tStop\n\n\tDeath.Head:\n\tDeath.Decaptate:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 900)\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tNAZ5 G 10\n\t\tTNT1 A 0 A_SpawnItem (\"Deadnazi_NoHeadNoArm\", 1)\n\t\tStop\n\n\tDeath.Plasma: Death.Plasma2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0\n\t\tStop\n\n\tXdeath:\n\tDeath.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIHead\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tNAZ9 JKL 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tNAZ9 L -1\n\t\tStop\n\t\t}\n}\n\n///////////////////////////////////////////////////////\n// BLUE SS GUARD SHOT IN THE TESTICLES!////////////////\n// SUFFERING ACTOR\t\t\t\t\t ////////////////\n// then will turn into diognomo_naziVersion actor //\n///////////////////////////////////////////////////////\nActor MeinDick\n{\n\tGame Doom\n\tRadius 16\n\tHeight 35\n\tHealth 50\n\tPainChance 255\n\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tPainSound \"NAZI/PAIN\"\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tDAMAGEFACTOR \"Avoid\", 0.0\n\tDAMAGEFACTOR \"Kick\", 2.0\n\tDAMAGEFACTOR \"Trample\" , 0.0\n\tStates\n{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tNPB2 A 10\n\t\tTNT1 A 0 A_PlaySound (\"BURNZOM\")\n\tGoto Suffer\n\n\tSuffer:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n\t\tNPB2 B 10\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tNPB2 C 10\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 35,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\t\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t\tNPB2 DE 8\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tTNT1 A 0 A_PlaySound (\"nazi/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"MeinDick_dead\")\n\t\tStop\n\n\tDeath.Head:\n\tDeath.Decaptate:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 900)\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tNAZH CD 10\n\t\tNAZH E -1\n\t\tStop\n\n\tXdeath:\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIHead\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tNAZ9 JKL 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tNAZ9 L -1\n\t\tStop\n\t\t}\n}\n\n//////////////////////////\n// DEAD SS BLUE GUARD ///\n// LAYING ON HIS BACK ///\n//(dead shootable actor)//\n//////////////////////////\nActor DEATHNAZI\n{\n\tRadius 12\n\tHeight 12\n\tMass 1000\n\tHealth 100\n\t+SHOOTABLE\n\t-SOLID\n\t+NOTELEPORT\n\t+MOVEWITHSECTOR\n\t+CORPSE\n\t+FLOORCLIP\n\tPainChance \"Melee\", 255\n\tDAMAGEFACTOR \"Blood\", 0.0\n\tDAMAGEFACTOR \"Melee\", 20.0\n\tDAMAGEFACTOR \"Kick\", 20.0\n\tDAMAGEFACTOR \"Fatality\", 20.0\n\tDAMAGEFACTOR \"Trample\", 0.0\n\tDAMAGEFACTOR \"ExplosiveImpact\", 10.0\n\tStates\n{\n\tSpawn:\n\t\tNAZI L -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZILeg1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tSPOS A 0 A_CustomMissile (\"XDeath1\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 1 A_SpawnItem (\"DeadNazi_NoLeg\", 5)\n\t\tStop\n\n\tDeath.Plasma: Death.Plasma2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 AAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0\n\t\tStop\n\t\t}\n}\n\n/////////////////////////////////\n// DEAD SS BLUE GUARD ////\n// LAYING ON HIS SIDE ////\n// FACING BACKSIDE\t\t\t/////\n//(dead shootable actor)\t/////\n/////////////////////////////////\nActor DEATHNAZIWAW: DEATHNAZI\n{\n\tHealth 200\n\tStates\n{\n\tSpawn:\n\t\tSSDT G -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tStop\n\n\tDeath:\n\tDeath.CutLess:\n\tDeath.Cut:\n\t\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t\t}\n}\n\n///////////////////////////////\n// DEAD BLUE SS GUARD ///\n// MISSING RIGHT LEG ///\n// LAYING ON HIS BACK\t ///\n//(dead shootable actor) ///\n//VARIENT of DEATHNAZI actor///\n///////////////////////////////\nActor DeadNazi_NoLeg: DEATHNAZI\n{\n\tHealth 200\n\tStates\n{\n\tSpawn:\n\t\tNAZ1 A -1\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tStop\n\n\tDeath:\n\tDeath.CutLess:\n\tDeath.Cut:\n\t\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t\t}\n}\n\n////////////////////////////////\n// BLUE SS GUARD MISSING HEAD///\n// AND A LEG. LAYING ON HIS ///\n// SIDE. VARIENT OF DEATHNAZI///\n// ACTOR\t\t\t\t\t ///\n//(dead shootable actor) ///\n////////////////////////////////\nActor SSPORACCIO: DEATHNAZI\n{\n\tHealth 200\n\tStates\n{\n\tSpawn:\n\t\tNAZ2 G -1\n\t\tStop\n\n\tDeath:\n\tDeath.CutLess:\n\tDeath.Cut:\n\t\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t\t}\n}\n\n//////////////////////////////////\n// DEAD BLUE SS GUARD \t\t//////\n// MISSING ONE ARM, FACING FRONT//\n// OF PLAYER\t\t\t\t//////\n// [PARENT ACTOR] \t\t\t//////\n//(dead shootable actor)\t//////\n//////////////////////////////////\nActor diognomo_naziVersion: DEATHNAZI\n{\n\tHealth 200\n\tStates\n{\n\tSpawn:\n\t\tNAZ5 F -1\n\t\tStop\n\n\tDeath:\n\tDeath.CutLess:\n\tDeath.Cut:\n\t\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t\t}\n}\n\n/////////////////////////////////////\n// DEAD BLUE SS GUARD MISSING HIS //\n// HEAD AND ONE ARM FACING FRONT OF//\n// PLAYER\t\t ////\n// (shootable dead actor state)//////\n/////////////////////////////////////\nActor Deadnazi_NoHeadNoArm: DEATHNAZI\n{\n\tHealth 75\n\tStates\n{\n\tSpawn:\n\t\tNAZ5 H -1\n\t\tStop\n\n\tDeath:\n\tDeath.CutLess:\n\tDeath.Cut:\n\t\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t\t}\n}\n\n//////////////////////////////////\n// DEAD BLUE SS GUARD ///////\n// DEATH ACTOR AFTER BEING ///////\n//SHOT IN THE TESTICLES ///////\n//physical description:\t\t\t//\n//BOTH ARMS WAVED OUT ON GROUND///\n//LAYING ON STOMACH\t\t\t\t//\n//(dead shootable actor) ///\n//////////////////////////////////\nActor MeinDick_dead:DeathNazi\n{\n\tHealth 75\n\tStates\n{\n\tSpawn:\n\t\tNPB2 F -1\n\t\tStop\n\n\tDeath:\n\tDeath.CutLess:\n\tDeath.Cut:\n\t\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t\t}\n}\n\n/////////////////////////////////////\n// BLUE SS GUARD PATROLLING ACTOR////\n// THIS IS A PRE-See STATE VARIANT///\n/////////////////////////////////////\nACTOR NAZI_PATROL : NAZI\n{\n\t+JUSTHIT\n\tStates\n{\n\tSpawn:\n\t\tNAZI AAA 1 A_Wander\n\t\tNAZI AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tNAZI CCC 1 A_Wander\n\t\tNAZI CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tNAZI BBB 1 A_Wander\n\t\tNAZI BBB 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tNULL A 0 A_SpawnItemEx(\"FootStep6\", 0, 0, 40, 0, 0)\n\t\tLoop\n\t\t}\n}\n\n//////////////////////////\n// BLUE SS GUARD\t\t//\n// STOMACH BLEEDING FROM//\n// GUNSHOT.\t\t\t\t//\n// SUFFERING ACTOR\t\t//\n//////////////////////////\nACTOR PoorSS\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 50\n\tMass 50\n\tPainChance 255\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tPainSound \"NAZI/PAIN\"\n\tPainChance \"Taunt\", 255\n\tDAMAGEFACTOR \"Avoid\", 0.0\n\tDAMAGEFACTOR \"Kick\", 2.0\n\tDAMAGEFACTOR \"Trample\" , 0.0\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n{\n\tDeath.fire:\n\tDeath.Flames:\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"BurningSS\")\n\t\tTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tStop\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tSSKN A 10\n\tGoto Suffer\n\n\tSuffer:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n\t\tTNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n\t\tSSKN B 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n\t\tTNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n\t\tSSKN C 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\t\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t\tNAZI J 2 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tNAZI K 2\n\t\tTNT1 A 0 A_PlaySound (\"NAZI/DEATH\")\n\t\tTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHNAZI\")\n\t\tStop\n\n\tDeath.Head:\n\tDeath.Decaptate:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tNAZH D 2\n\t\tTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tNAZH E -1\n\t\tStop\n\n\tDeath.Shotgun:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tID11 GH 15\n\t\tTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"DyingSS\")\n\t\tStop\n\n\tDeath.Plasma: Death.Plasma2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tStop\n\n\tXdeath:\n\tDeath.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n\t\tStop\n\t\t}\n}\n\n////////////////////////////////////\n// BLUE SS GUARD KNEELING OVER//////\n// SHOT IN THE STOMACH //////\n// SUFFERING ACTOR\t\t\t////////\n// He then stops and turns into/////\n//DeadBlueSS_LayingDownFacingFront//\n////////////////////////////////////\nACTOR DyingSS\n{\n\tGame Doom\n\tRadius 16\n\tHeight 30\n\tHealth 100\n\tPainChance 255\n\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tPainSound \"NAZI/PAIN\"\n\tPainChance \"Taunt\", 255\n\tDAMAGEFACTOR \"Avoid\", 0.0\n\tDAMAGEFACTOR \"Kick\", 2.0\n\tDAMAGEFACTOR \"Trample\" , 0.0\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n{\n\tDeath.fire:\n\tDeath.Flames:\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"BurningSS\")\n\t\tTNT1 A 1 A_GiveToTarget(\"ScoreItem\", 600)\n\t\tStop\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tSSIM ABCD 5\n\tGoto Suffer\n\n\tSuffer:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 30,0)\n\t\tTNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n\t\tSSIM E 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 30,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", -6, 18)\n\t\tTNT1 A 0 A_PlaySound(\"NAZI/PAIN\")\n\t\tSSIM F 20\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget20\", 0, 30,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", -6, 18)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\t\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t\tSSIM G 0 A_PlaySound (\"NAZI/DEATH\")\n\t\tSSIM GHI 3\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"MP40Spawner\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadBlueSS_LayingDownFacingFront\")\n\t\tStop\n\n\tDeath.Head:\n\tDeath.Decaptate:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tSSIM LMN 3\n\t\tTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tSSIM N -1\n\t\tStop\n\n\tDeath.Shotgun:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tID11 GH 15\n\t\tTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"DyingSS\")\n\t\tStop\n\n\tDeath.Plasma: Death.Plasma2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tStop\n\n\tXdeath:\n\tDeath.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n\t\tStop\n\t\t}\n}\n\n////////////////////////////////////////////\n// DEAD BLUE SS GUARD LAYING ON THE GROUND//\n// FACING FRONT OF PLAYER\t\t\t\t////\n// (dead shootable actor)\t\t\t\t////\n////////////////////////////////////////////\nActor DeadBlueSS_LayingDownFacingFront: DEATHNAZI\n{\nHealth 200\nStates\n{\n\tSpawn:\n\t\tSSIM I -1\n\t\tStop\n\n\tDeath:\n\tDeath.Cut:\n\tDeath.Cutless:\n\t\tTNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t\t}\n}\n\n////////////////////////////////////\n// BLUE SS GUARD \t \t\t////\n// FRESHLY ARM BLOWN OFF \t\t////\n// SUFFERING ACTOR \t\t////\n//Turns into DyingSANoArm\t\t////\n// (death sequence before he falls//\n// (to the ground) /////////////////\n////////////////////////////////////\nACTOR BrutalizedBlueSS\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 70\n\tPainChance 255\n\tMass 999999\n\tScale 1.0\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\tBloodType \"DeadBlood\"\n\tPainSound \"nazi/pain\"\n\tStates\n{\n\tDeath.Fatality:\n\tDeath.SuperPunch:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n\t\tStop\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\n\tPain:\n\t\tNAZ9 A 15\n\tGoto DieNow\n\n\tDieNow:\n\t\tNAZ9 BC 10\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedBlueSS_Dead\")\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 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_CustomMissile (\"XDeathNAZIArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedBlueSS_NoArmsNow\")\n\t\tStop\n\n\tDeath.SSG:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t\t}\n}\n\n//////////////////////////////\n// BLUE SS GUARD\t \t//\n// FRESHLY ARM BLOWN OFF \t//\n// SUFFERING ACTOR \t//\n//Turns into DyingSANoArm \t//\n//(same as above but WITHOUT)/\n// DyingZombieman blood spltr/\n// (special effects actor)\t//\n// (now falling to ground) //\n//////////////////////////////\nActor BrutalizedBlueSS_Dead: CurbstompedMarine\n{\n\tStates\n{\nSpawn:\n\tNAZ9 C 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\tNAZ9 C -1\n\tStop\n\t}\n}\n\n////////////////////////////////////\n// BLUE SS GUARD. ARMS \t////////\n// BOTH ARMS BLOWN OFF \t////////\n// THEN FALLS TO THE GROUND/////////\n// (death sequence before he falls//\n// (to the ground) /////////////////\n////////////////////////////////////\nACTOR BrutalizedBlueSS_NoArmsNow: BrutalizedBlueSS\n{\n\tStates\n{\n\tSpawn:\n\tPain:\n\t\tNAZ9 D 15\n\tGoto DieNow\n\n\tDieNow:\n\t\tNAZ9 EF 10\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedBlueSS_NoArmsNowDead\")\n\t\tStop\n\nDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathNAZIArm1\", 35, 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\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedBlueSS_SplitBodyNoHead\")\n\t\tStop\n\t\t}\n}\n\n//////////////////////////////\n// BLUE SS GUARD. ARMS \t//\n// BOTH ARMS BLOWN OFF \t//\n// THEN FALLS TO THE GROUND///\n//(same as above but WITHOUT)/\n// DyingZombieman blood spltr/\n// (special effects actor)\t//\n// (now falling to ground) //\n//////////////////////////////\nActor BrutalizedBlueSS_NoArmsNowDead: CurbstompedMarine\n{\n\tStates\n{\n\tSpawn:\n\t\tNAZ9 F 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tNAZ9 F -1\n\t\tStop\n\t\t}\n}\n\n/////////////////////////////////////\n// BLUE SS GUARD. TORSO TORN APART///\n//HEAD MISSING. SUFFERING ACTOR//////\n// (death sequence before he falls///\n// (to the ground) //////////////////\n/////////////////////////////////////\nACTOR BrutalizedBlueSS_SplitBodyNoHead: BrutalizedBlueSS\n{\n\tStates\n{\n\tSpawn:\n\tPain:\n\t\tNAZ9 G 15\n\tGoto DieNow\n\n\tDieNow:\n\t\tNAZ9 HI 10\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedBlueSS_SplitBodyNoHeadDead\")\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tNAZ9 JJKKLL 6\n\t\tNAZ9 L -1\n\t\tStop\n\t\t}\n}\n\n/////////////////////////////////////\n// BLUE SS GUARD. TORSO TORN APART///\n//HEAD MISSING. SUFFERING ACTOR//////\n//(same as above but WITHOUT)\t //\n// DyingZombieman blood spltr\t/////\n// (special effects actor)\t //\n// (now falling to ground) //\n/////////////////////////////////////\nActor BrutalizedBlueSS_SplitBodyNoHeadDead: CurbstompedMarine\n{\n\tStates\n{\n\tSpawn:\n\t\tNAZ9 I 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tNAZ9 I -1\n\t\tStop\n\t\t}\n}"
},
{
"source": "pk3",
"name": "actors/monsters/DOG.txt",
"contents": "/////////////////////////////////////\n// GERMAN SHEPPARD //////////////////\n/////////////////////////////////////\nACTOR Hound\n{\n//$Category Monsters\n//$Title NaziDog\n\tHealth 50\n\tRadius 28\n\tHeight 30\n\tSpeed 7\n\tMass 50\n\tPainchance 255\n\tMONSTER\n\t+FLOORClip\n\t+JUSTHIT\n\t+FULLVOLACTIVE\n\t+FULLVOLDEATH\n\t+LOOKALLAROUND\n\t-CANUSEWALLS\n\t-CANPUSHWALLS\n\t+NOINFIGHTING\n\t+DONTHARMSPECIES\n\t+NOTARGET\n\t-ACTIVATEIMPACT\n\tPainChance \"blood\", 0\n\tSeeSound \"dog/sight\"\n\tAttackSound \"dog/attack\"\n\tDeathSound \"dog/death\"\n\tObituary \"%o was mauled by a dog.\"\n\tMeleeDamage 8\n\tBloodColor \"FF 00 00\"\n\tBloodType \"NashGore_Blood\"\n\tPainChance \"blood\", 0\n\tDAMAGEFACTOR \"RifleNoExplode\", 2.0\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tDAMAGEFACTOR \"WolfNazi\", 0.0\n\tDAMAGEFACTOR \"taunt\", 0.0//Did you know?You could kill dogs with \"fuck you\" taunt in past.\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Jump(50,\"Idle1\")\n\t\tTNT1 A 0 A_Jump(50,\"Idle2\")\n\t\tGoto Idle3\n\n\tIdle1:\n\t\tNDOI A 1 A_LOOK\n\t\tLoop\n\n\tIdle2:\n\t\tNDO2 A 1 A_LOOK\n\t\tLoop\n\n\tIdle3:\n\t\tWDOG AA 1 A_Wander\n\t\tWDOG AB 1 A_Look\n\t\tWDOG BB 1 A_Wander\n\t\tWDOG BB 1 A_Look\n\t\tWDOG CC 1 A_Wander\n\t\tWDOG CC 1 A_Look\n\t\tWDOG DD 1 A_Wander\n\t\tWDOG DD 1 A_Look\n\t\tLoop\n\n\tSee:\n\t\tWDOG AAABBBB 1 A_Chase\n\t\tTNT1 A 0 A_JumpIfCloser(100,\"Melee\")\n\t\tWDOG CCCCDDDD 1 A_Chase\n\t\tTNT1 A 0 A_JumpIfCloser(100,\"Melee\")\n\t\tLoop\n\n\tMelee:\n\t\tWDG6 A 6 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(60, \"Melee2\")\n\t\tTNT1 A 0 A_PLaySound(\"dog/attack\")\n\t\tTNT1 A 0 ThrustThingZ(0,25,0,1)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(-10)\n\t\tWDG6 B 6\n\t\tTNT1 A 0 A_FaceTarget\n\t\tWDG6 C 6 A_CustomMissile(\"DogBite\",10,0,0,0)\n\tGoto See\n\n\tMelee2:\n\t\tWDG6 AA 3 A_FaceTarget\n\t\tWDG6 BB 3 A_MeleeAttack\n\t\tWDG6 CC 3\n\t\tWDOG AA 4\n\tGoto See\n\n\tPain:\n\t\tWDOG E 6\n\tGoto See\n\n\tDeath.Shotgun:\n\t\tTNT1 A 0 A_JumpIfCloser(80,\"Death.Cutless\")\n\tDeath:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\", \"Death.Leg\")\n\t\tWDOG H 5 A_Scream\n\t\tWDOG I 5\n\t\tWDOG J 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"DOGDEATH\")\n\t\tStop\n\n\tDeath.Kick:\n\tDeath.melee:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tWDOG H 5 A_Scream\n\t\tWDOG I 5\n\t\tWDOG J 5 A_GiveToTarget(\"ScoreItem\", 100)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"DOGDEATH\")\n\t\tStop\n\n\tDeath.Arm:\n\t\tTNT1 A 0 A_CustomMissile (\"DOGArm\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tWDG1 I 5 A_Scream\n\t\tWDG1 J 5\n\t\tWDG1 K 5 A_GiveToTarget(\"ScoreItem\", 200)\n\t\tTNT1 A 0 A_SpawnItem(\"DOGARMana\")\n\t\tStop\n\n\tDeath.Leg:\n\t\tTNT1 A 0 A_CustomMissile (\"DOGLEG\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tWDG2 I 5 A_Scream\n\t\tWDG2 J 5\n\t\tWDG2 K 5 A_GiveToTarget(\"ScoreItem\", 200)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem(\"DOGLEGana\")\n\t\tStop\n\n\tDeath.ExplosiveImpact:\n\tXDeath:\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 500)\n\t\tTNT1 A 0 A_CustomMissile (\"DesintegratedDOG\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n\tDeath.Doublemp40:\n\tDeath.cutless:\n\t\tTNT1 A 0 A_Jump(120,\"DoomedDog\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"DogFatality\")\n\t\tStop\n\n\tDoomedDog:\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tWDG5 A 5 A_Scream\n\t\tWDG5 BC 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tWDG5 D -1\n\t\tStop\n\n\tDeath.fire:\n\tDeath.Flames:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 400)\n\t\tTNT1 A 0 A_SpawnItem(\"BurningDOG\")\n\t\tStop\n\t\t}\n}\n\n/////////////////////////\n// DOG BITE ATTACK //////\n/////////////////////////\nACTOR DogBite: FastProjectile\n{\n\tRadius 6\n\tHeight 6\n\tDamageType DogMelee\n\tProjectile\n\t+NOEXTREMEDEATH\n\t+FORCEXYBILLBOARD\n\t+THRUGHOST\n\tRenderStyle Add\n\tAlpha 0.6\n Damage 3\n Speed 32\n\tHitObituary \"%o was mauled by a dog.\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n TNT1 A 1 //A_PlaySound(\"weapons/gswing\")\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tStop\n\t\t}\n}\n\n//////////////////////////////////\n//////////////////////////////////\n// DOG DEATH SEQUENCE ACTORS//////\n//////////////////////////////////\n//////////////////////////////////\nActor DOGDEATH: DEATHNAZI\n{\n\tHealth 200\n\tStates\n\t{\n\tSpawn:\n WDOG K -1\n Stop\n\tDeath:\n Death.CutLess:\n Death.Cut:\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n \t WDG5 D -1\n\t\tStop\n\t\t}\n}\n\nActor DOGARMana: DEATHNAZI\n{\n\tHealth 200\n\tStates\n{\n\tSpawn:\n WDG1 L -1\n Stop\n\tDeath:\n\tDeath.CutLess:\n Death.Cut:\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n \t WDG5 D -1\n\t\tStop\n\t\t}\n}\n\nActor DOGlegana: DEATHNAZI\n{\n\tHealth 200\n\tStates\n{\n\tSpawn:\n WDG2 L -1\n Stop\n\tDeath:\n\tDeath.CutLess:\n Death.Cut:\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n \t WDG5 D -1\n\t\tStop\n\t\t}\n}\n\nActor DOGNoHead: DEATHNAZI\n{\n\tHealth 200\n\tStates\n{\n\tSpawn:\n WDG3 D -1\n Stop\n\tDeath:\n\tDeath.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\n\t\t}\n}\n\n/////////////////////////////////////\n// DOG DEATH SEQUENCE ACTORS END ////\n///////////////////////////////////////////////////////////////////////////////////////////////\n\n/////////////////\n/// DOG GIBS ////\n/////////////////\nActor DOGHalf: DEATHNAZI\n{\n\tHealth 200\n\tStates\n{\n\tSpawn:\n WDG4 D -1\n Stop\n\tDeath:\n\tDeath.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t\t}\n}\n\n/////////////////////////////\n// DOG SITTING ACTOR //\n// Idle Variant //\n/////////////////////////////\nActor Hound_Idle_1: Hound\n{\n\tStates\n{\n\tSpawn:\n\tNDOI A 1 A_LOOK\n\t}\n}\n\n/////////////////////////////\n// DOG SITTING ACTOR //\n// Idle Variant //\n/////////////////////////////\nActor Hound_Idle_2: Hound\n{\n\tStates\n{\n\tSpawn:\n\t\tNDO2 A 1 A_LOOK\n\t}\n}\n\n//////////////////////////////////\n// DOG GOT IT'S HEAD BLOWN OFF////\n// :_(\t\t\t\t\t\t\t//\n//\t\t\t\t\t\t\t\t//\n// (i don't really like looking)//\n// (at the sprites to be honest)//\n//////////////////////////////////\nActor DogFatality\n{\n\tGame Doom\n\tRadius 16\n\tHeight 20\n\tHealth 15\n\tMass 999999\n\t-Solid\n\t+Shootable\n\t+FloorClip\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tScale 1.0\n\tStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 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\tWDG3 A 35\n\tGoto DieNow\n\n\tDieNow:\n\t\tWDG3 BC 5\n\t\tTNT1 A 0 A_SpawnItem(\"DOGNoHead\")\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"DOGArm\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"DOGArm\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"DogInHalf\")\n\t\tStop\n\t\t}\n}\n\n//////////////////////////////////\n// DOG CUT IN HALF\t\t\t\t//\n//////////////////////////////////\nActor DogInHalf : DogFatality\n{\n\tStates\n{\n\tSpawn:\n\t\tWDG4 A 35\n\tGoto DieNow\n\n\tDieNow:\n\t\tWDG4 BC 5\n\t\tTNT1 A 0 A_SpawnItem(\"DOGHalf\")\n\t\tStop\n\n\tDeath:\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"DOGLEG\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"DOGLEG\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t\t}\n}"
},
{
"source": "pk3",
"name": "actors/monsters/DRSCHABBS.txt",
"contents": "/////////////////////////////////////\n// DR. SCHABBS /////////////\n/////////////////////////////////////\nACTOR DrSchabbs replaces Spidermastermind\n{\n\tHealth 9600\n\tRadius 40\n\tHeight 100\n\tMass 1000\n\tSpeed 7\n\tPainChance 54\n\tMONSTER\n\t+MISSILEMORE\n\t+FLOORCLIP\n\t+SOLID\n\t+BOSS\n\t+BOSSDEATH\n\tSeeSound \"bos3/active\"\n\tDeathSound \"bos3/death\"\n\tPainSound \"\"\n\tActiveSound \"\"\n\tObituary \"%o succumbed too the kinetic power of Dr. Schabbs.\"\n\tStates\n{\n\tSpawn:\n\t\tSSHB AB 10 A_Look\n\t\tLoop\n\n\tSee:\n\t\tSSHB ABCD 2 A_Chase\n\t\tLoop\n\n\tMissile:\n\t\tSSHB E 10 A_FaceTarget\n\t\tSSHB F 5 BRIGHT A_CustomMissile (\"RoundBeam\", 30, 13, 0)\n\t\tSSHB E 5 A_FaceTarget\n\t\tSSHB E 0 A_CposRefire\n\t\tLoop\n\tGoto See\n\n\tPain:\n\t\tSSHB B 5\n\t\tSSHB C 5 A_Pain\n\tGoto See\n\n\tDeath:\n\t\tSSHB G 7\n\t\tSSHB H 7 A_Scream\n\t\tSSHB I 60 A_SpawnItem (\"MediumBloodSpot\")\n\t\tSSHB I 7 A_BossDeath\n\t\tSSHB J -1\n\t\tStop\n\n\tDeath.ExplosiveImpact:\n\tXDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"ScoreItem\", 15000)\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile(\"MuchBlood\", 0, 120)\n\t\tTNT1 A 0 A_CustomMissile(\"MuchBlood\", 0, 120)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t\tTNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"UltraGoreSPawner\", 90, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOTTOARM\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathOTTOARM\", 5, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDEATHOTTOBUSTO\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"UltraGoreSPawner\", 90, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 A 0 A_CustomMissile (\"XDEATHSCHABBLEG\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDEATHSCHABBLEG\", 46, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDEATHSCHABBHEAD\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 200\n\t\tTNT1 A 1 A_BossDeath\n\t\tStop\n\n\tRaise:\n\t\tSSHB A 5\n\t\tSSHB BCD 5\n\tGoto See\n\t}\n}\n\n/////////////////////////////////////////\n// DR. SCHABBS' KILLER BEAM //////\n/////////////////////////////////////////\nACTOR RoundBeam\n{\n Radius 2\n Height 4\n Speed 20\n Damage 70\n Scale 2\n PROJECTILE\n +MISSILEMORE\n +MISSILEEVENMORE\n +DONTHARMSPECIES\n +FORCERADIUSDMG\n States\n {\n Spawn:\n SBEA A 0 Bright A_PlaySound(\"vampire/beam\")\n\t SBEA A 0 Bright A_PlaySound(\"vampire/beam\")\n\t SBEA A 0 Bright A_PlaySound(\"vampire/beam\")\n\t SBEA A 0 Bright A_PlaySound(\"vampire/beam\")\n\t SBEA A 0 Bright A_PlaySound(\"vampire/beam\")\n SBEA A 1 Bright A_CStaffMissileSlither\n SBEA A 0 Bright A_SpawnItemEx(\"RoundBeamTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n SBEA A 1 Bright A_CStaffMissileSlither\n SBEA A 0 Bright A_SpawnItemEx(\"RoundBeamTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n SBEA A 1 Bright A_CStaffMissileSlither\n SBEA A 0 Bright A_SpawnItemEx(\"RoundBeamTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n SBEA A 1 Bright A_CStaffMissileSlither\n SBEA A 0 Bright A_SpawnItemEx(\"RoundBeamTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n SBEA A 0 Bright\n Loop\n\n\tDeath:\n\t\tSBEA ABCDEFGH 0\n\t\tEXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 1 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 1 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AAA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 1 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 AAAAAAAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t\t}\n}\n\nACTOR RoundBeamTrail\n{\n Radius 8\n Height 16\n RENDERSTYLE ADD\n ALPHA 0.67\n Scale 0.50\n PROJECTILE\n +THRUGHOST\n +FLOATBOB\n SeeSound \"monster/acosht\"\n DeathSound \"monster/acohit\"\n States\n {\n Spawn:\n SBEA A 2 Bright\n SBEA A 2 Bright\n SBEA A 2 Bright\n SBEA A 2 Bright\n SBEA A 0 Bright\n\t Goto Death\n\n Death:\n SBEA A 1 Bright A_SetTranslucent(0.60)\n\t SBEA A 1 Bright A_SetTranslucent(0.50)\n\t SBEA A 1 Bright A_SetTranslucent(0.40)\n\t SBEA A 1 Bright A_SetTranslucent(0.30)\n\t SBEA A 1 Bright A_SetTranslucent(0.20)\n\t SBEA A 1 Bright A_SetTranslucent(0.10)\n\t SBEA A 1 Bright A_SetTranslucent(0.00)\n Stop\n\t }\n}"
},
{
"source": "pk3",
"name": "actors/monsters/FEMALEGUARD.txt",
"contents": "///////////////////////////\n// FEMALE NAZI OFFICER //\n///////////////////////////\nACTOR NAZIGIRL\n{\n//$Category Monsters\n//$Title FemaleSSOfficer\n\tGame Doom\n\tHealth 530\n GibHealth 35\n\tRadius 20\n\tHeight 40\n\tMass 100\n\tSpeed 12\n\tPainChance 170\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tMONSTER\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t-FASTER\n\t-DONTHURTSPECIES\n \t+NOINFIGHTING\n \t+DONTHARMSPECIES\n\tSeeSound \"female/sight\"\n\tAttackSound \"MP40\"\n\tPainSound \"female/pain\"\n\tDeathSound \"female/death\"\n\tDropItem \"Clip\"\n\tBloodType \"NashGore_Blood\"\n\tObituary \"%o was kill by a Female SS elite guard.\"\n\tPainChance \"blood\", 0\n\tPainChance \"Melee\", 255\n DAMAGEFACTOR \"blood\", 0.0\n\tDAMAGEFACTOR \"Melee\", 2.0\n\tDAMAGEFACTOR \"RifleNoExplode\", 2.0\n\tDAMAGEFACTOR \"KillMe\", 0.0\n\tDAMAGEFACTOR \"SSG\", 10.0\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n \t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK A 10 A_Look\n\t\tLoop\n See:\n\t TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tFSZK AA 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK AA 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK CC 2 A_Chase\n\t\tTNT1 C 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK BB 2 A_Chase\n\t\tTNT1 B 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tGoto See\n\n\tSee2:\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tFSZK AABBCCBB 2 A_Chase\n\t\tGoto See\n\n\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tFSZK E 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget8\", 0, 40,0)\n\t\tFSZK E 5 A_FACETARGET\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 34, 10, 15, 0)\n\t\tFSZK F 2 BRIGHT A_CustomMissile(\"MonsterTracer\", 38, 0, random(-3, 3), 1)\n TNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK E 1 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFSZK E 2 A_FaceTarget\n\t\tGoto See\n\n\tPain:\n\t TNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tTNT1 A 0 A_PlaySOund(\"FEMALE/pain\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKNazi\", 1)\n\t\tFSZK G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK G 3 A_Pain\n\t\tTNT1 A 0\n\t\tGoto See\n\n\tRespawned:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(FRIENDLY, 1)\n\t\tTNT1 A 0\n\t\tStop\n\n\tPain.Killme:\n \tTNT1 A 0\n\t\tWait\n\n\tPain.Melee:\n\tPain.Fatality:\n\t\tTNT1 A 0 A_ChangeFlag(GHOST, 0)\n\t\tFSZK G 3\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tFSZK G 3 A_Pain\n\t\tGoto See\n\n\tDeath:\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Jump(32, \"Death.Arm\")\n\t\tTNT1 A 0 A_Jump(150, \"Death.WorldAtWarStyle\")\n FSZK H 5\n\t\tFSZK I 5 A_Scream\n\t\tFSZK J 5 A_NoBlocking\n\t\tFSZK A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tFSZK K 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\n\tDeath.WorldAtWarStyle:\n\t\tFEWA A 4\n\t\tFEWA B 4 A_Scream\n\t\tTNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\t\tFEWA B 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 500)\n\t\tFEWA C 4\n \tTNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\t\tFEWA C 2 BRIGHT\n\t\tFEWA D 4\n \tTNT1 A 0 A_PlaySound(\"MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tTNT1 AA 0 A_CustomMissile(\"OrangeLensFlareAlt\", 40, 0)\n\t\tTNT1 A 0 A_CustomMissile (\"MonsterTracer\", 12, 15, 20, 2, 40)\n\t\tFEWA D 2 BRIGHT A_GiveToTarget(\"ScoreItem\", 800)\n\t\tFEWA EFG 4 A_GiveToTarget(\"ScoreItem\", 800)\n\t\tFEWA G 1 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tFEWA G 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tFEWA G -1\n\t\tStop\n\n\tDeath.melee:\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n FSZK H 5\n\t\tFSZK I 5 A_Scream\n\t\tFSZK J 5 A_NoBlocking\n\t\tFSZK A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tFSZK K 5 A_GiveToTarget(\"ScoreItem\", 1000)\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\n Death.Arm:\n TNT1 A 0\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm2\", 35, 0, random (0, 360), 2, random (0, 160))\n \tFSZ5 A 9 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tFSZ5 A 1 A_GiveToTarget(\"ScoreItem\", 1200)\n \tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n TNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"TUVUOILEBOTTE_girlVERSION\", 2)\n Stop\n\n\tDeath.Coltello:\n TNT1 A 0 A_SpawnItem (\"PoorGIRL\")\n TNT1 a 0 A_GiveToTarget(\"ScoreItem\", 1200)\n\t\tStop\n\n\tDeath.head:\n\t\tTNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n\t\tFSZH ABCDE 10\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadFemale_RemovedHead\")\n\t\tStop\n\n \tDeath.Cutless:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_Jump(25,\"Death.ExplosiveImpact\",\"Death.Arm\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"BrutalizedGIRL1\")\n\t\tSTOP\n\n\tDeath.GreenFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\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\t\tStop\n\n\tXDeath:\n\tDeath.Desintegrate:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n\t\tTNT1 A 0 A_SpawnItem(\"DesintegratedPANZERGRENADIER\")\n\t\tStop\n\n Death.Plasma: Death.Plasma2:\n\t\tPBR1 A 6 A_Scream\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes1\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Ashes2\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 32, 0, random (0, 360), 2, random (0, 180))\n\t\tPBR1 B 6 A_NoBlocking\n\t\tPBR1 CDEFGH 6 A_CustomMissile (\"Blood\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tPBR1 HHHHHHHHHHHHHHHHHHHHHH 8 A_CustomMissile (\"PlasmaSmoke\", 10, 0, random (0, 360), 2, random (0, 160))\n\t\tPBR1 H -1\n\t\tStop\n\n\tDeath.ExplosiveImpact:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Jump(130,\"Death.LandMine\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathGRENADIERLeg1\", 32, 0, random (0, 360), 2, random (0, 160))\n \t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t FSZ2 AB 5\n\t\tFSZ2 CDEF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tFSZ2 FFFFFF 5 A_CheckFloor (\"Dead.ExplosiveImpact\")\n\t\tTNT1 A 0 A_SpawnItem (\"DeadFemaleTorso\")\n\t\tStop\n\n\tDead.ExplosiveImpact:\n\t\tTNT1 A 0 A_SpawnItem (\"DeadFemaleTorso\")\n\t\tTNT1 A 0 A_SpawnItem (\"MuchBlood\")\n\t\tStop\n\n\tXDeath.Plasma:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n\t\tXBRN AA 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\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 \tTNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n\tDeath.GreenFire:\n TNT1 A 0\n TNT1 A 0 A_XScream\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"secretweapon_mp40\")\n TNT1 AAAA 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t \tTNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"GreenFlameTrails\", 50, 0, random (0, 360), 2, random (0, 360))\n\t\tXBRN AAAA 2 BRIGHT A_SpawnItem(\"GreenFlare\",0,43)\n Stop\n\n\tDeath.Fire:\n\tDeath.Flames:\n TNT1 A 0 A_Scream\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_SpawnItem(\"SecretWeapon_MP40\")\n TNT1 A 0 A_SpawnItem(\"Burningfemale\")\n \tStop\n\n\tRaise:\n\t\tNAZI L 5\n\t\tNAZI KJIH 5\n\t\tGoto See\n\n Crush:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n \tCRS1 A 5\n CRS1 A -1\n Stop\n\n Pain.Taunt:\n TNT1 A 0\n Goto Missile\n\n\tDeath.KillMe:\n Death.Taunt:\n\t TNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n TNT1 A 0 A_SpawnItem(\"Nazi\")\n Stop\n Death.Eat:\n TNT1 A 0 A_GiveToTarget(\"EatMe\",1)\n\t\tGoto Death+3\n Stop\n\n\tDeath.Blast:\n\tDeath.SSG:\n\tDeath.SuperPunch:\n\t POSS Q 1 A_Pain\n\t\tPOSS Q 1 A_FaceTarget\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n POSS QRSTUVW 8\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n POSS X -1\n Stop\n\t\t}\n}\n\n////////////////////////////////\n/// DEAD NAZI GIRL TORSO ///////\n/// (dead shootable actor) ///\n////////////////////////////////\nActor DeadFemaleTorso : DEATHNAZI\n{\n\tHealth 200\n\tStates\n{\n\tSpawn:\n\t\tFSZ2 G -1\n\t\tStop\n\tDeath:\n\tDeath.CutLess:\n \tDeath.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t\t}\n}\n\n////////////////////////////////\n/// DEAD NAZI MISSING HEAD ////\n/// (dead shootable actor) ///\n////////////////////////////////\nActor DeadFemale_RemovedHead : DEATHNAZI\n{\n\tHealth 200\n\tStates\n{\n\tSpawn:\n\t\tFSZH E -1\n\t\tStop\n\n\tDeath:\n \tDeath.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\t\t}\n}\n\n/////////////////////////////\n//\nACTOR TUVUOILEBOTTE_GIRLVERSION\n{\n\tGame Doom\n\tRadius 16\n\tHeight 40\n\tHealth 50\n\tPainSound \"FEMALE/PAIN\"\n\tPainChance 255\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tDAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\tStates\n\t{\n\tSpawn:\n \tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tFSZ5 A 10\n FSZ5 B 10\n\t\tGoto Suffer\n\n\tSuffer:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n TNT1 A 0 A_PlaySound (\"female/pain\")\n FSZ5 C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tTNT1 A 0 A_PlaySound (\"female/pain\")\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n FSZ5 D 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tTNT1 A 0 A_PlaySound (\"female/pain\")\n FSZ5 E 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tTNT1 A 0 A_PlaySound (\"female/pain\")\n FSZ5 F 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tTNT1 A 0 A_PlaySound (\"female/pain\")\n FSZ5 G 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tTNT1 A 0 A_SpawnItem (\"BloodDying\", 0, 20)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 2, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\t\tTNT1 A 0\n\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t FSZ5 H 8\n\t\tTNT1 A 0 A_PlaySound (\"female/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"diognomo_girlVersion\")\n\t\tStop\n\n Death.Head:\n Death.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n FSZH L 10\n TNT1 A 0 A_SpawnItem (\"Deadgirl_NoHeadNoArm\", 1)\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 (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n Stop\n\n \tXdeath:\n \tDeath.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n TNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\n\tDeath.Fire:\n\t\tTNT1 A 0 A_NOblocking\n\t\tTNT1 A 0 A_SpawnItem(\"Burningfemale\")\n\t\tStop\n\t\t}\n}\n\nActor diognomo_girlVersion: DEATHNAZI\n{\n\tHealth 200\n\tStates\n{\n\tSpawn:\n FSZ5 I -1\n Stop\n\tDeath:\n \tDeath.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\n\t\t}\n}\n\nActor Deadgirl_NoHeadNoArm: DEATHNAZI\n{\n\t-SOLID\n\tHealth 200\n\tStates\n{\n\tSpawn:\n \tFSZH m -1\n Stop\n\tDeath:\n \tDeath.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\n\t\t}\n}\n\nActor DEATHFEMALE: DEATHNAZI\n{\n\tHealth 20\n\t-SOLID\n\t+THRUGHOST\n \tStates\n{\n\tSpawn:\n \tFSZK l -1\n\t\t\tStop\n\n\tDeath:\n \tDeath.CutLess:\n Death.Cut:\n \t TNT1 A 0 A_SpawnItem(\"GibsZ\")\n\t\t TNT1 AAA 0 A_CustomMissile (\"XDeath1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t TNT1 A 0 A_CustomMissile (\"XDeath4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\t Stop\n\t\t}\n}\n\n\t\tACTOR girl_PATROL : NAZIGIRL\n{\n\t+JUSTHIT\n\tStates\n\t{\n\tSpawn:\n\t\tFSZK AAA 1 A_Wander\n\t\tFSZK AAAA 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tFSZK CCC 1 A_Wander\n\t\tFSZK CCC 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tFSZK BBB 1 A_Wander\n\t\tFSZK BBB 1 A_LookEx (0, 0, 0, 2048, 0, \"See\")\n\t\tLoop\n\t\t}\n}\n\nACTOR PoorGirl\n{\n\tGame Doom\n\tRadius 16\n\tHeight 50\n\tHealth 50\n\tPainSound \"NAZI/PAIN\"\n\tPainChance 255\n\tMass 50\n\t-SOLID\n\t+SHOOTABLE\n\t+FLOORCLIP\n\tDAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n DAMAGEFACTOR \"Avoid\", 0.0\n DAMAGEFACTOR \"Kick\", 2.0\n\tPainChance \"Taunt\", 255\n\tStates\n\t{\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(\"BurningSA\")\n TNT1 a 1 A_GiveToTarget(\"ScoreItem\", 600)\n \tStop\n\n\tSpawn:\n \tTNT1 A 0\n\t\tFEKN A 10\n\t\tGoto SUFFER\n\tSuffer:\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n\t\tTNT1 A 0 A_PlaySound(\"female/pain\")\n FEKN B 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n TNT1 A 0 A_PlaySound(\"female/pain\")\n FEKN C 20\n TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 30,0)\n\t\tTNT1 A 0 A_GiveInventory(\"DeathTimer1\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"DeathTimer1\", 10, \"GotoDeath\")\n\t\tLoop\n\n\tGotoDeath:\n\t\tTNT1 A 0\n\t\tGoto Death\n\n\tDeath.Cut:\n\tDeath.Cutless:\n\tDeath:\n\t FSZK J 2 A_GiveToTarget(\"ScoreItem\", 500)\n FSZK K 2\n\t\tTNT1 A 0 A_PlaySound (\"female/death\")\n\t\tTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"DEATHFEMALE\")\n\t\tStop\n\n\tDeath.Head:\n\tDeath.Decaptate:\n TNT1 A 0 A_PlaySound(\"misc/xdeath4\")\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tTNT1 AAAAAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 37, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n FSZH D 2\n\t\tTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tFSZH E -1\n\t\tStop\n\n\tDeath.Shotgun:\n TNT1 A 0 A_CustomMissile (\"MuchBlood2\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 ThrustThingZ(0,30,0,1)\n\t\tTNT1 A 0 A_NoBlocking\n ID11 GH 15\n\t\tTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n TNT1 A 0 A_SpawnItem (\"DeadZombieman2\")\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 (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedArm\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedLeg\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedSkull\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0 A_CustomMissile (\"XDeathBurnedMeat3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN BB 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n TNT1 A 0 A_CustomMissile (\"Nashgore_Blood\", 30, 0, random (0, 360), 2, random (0, 160))\n\t\tXBRN CC 2 BRIGHT A_SpawnItem(\"BlueFlare\",0,43)\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PlasmaParticleX\", 48, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BigPlasmaParticleX\", 42, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n Stop\n\n\tXdeath:\n \tDeath.SuperPunch:\n\tDeath.Blast:\n\tDeath.SSG:\n\t\tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Nashgore_FlyingBloodMuchFaster\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 32, 0, random (170, 190), 2, random (0, 40))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathZombieManHead\", 32, 0, random (170, 190), 2, random (0, 40))\n \tTNT1 A 0 A_XScream\n\t\tTNT1 A 0 A_NoBlocking\n ZZD1 EFGH 6\n\t\tTNT1 A 0 A_SpawnItem (\"SecretWeapon_MP40\")\n\t\tTNT1 A 0 A_SpawnItem (\"BigBloodSpot\")\n\t\tZZD1 H -1\n Stop\n\t\t}\n}\n\n///////////////////////////////////////\n/////////FATALITY ON FEMALE GUARD /////\n///////////////////////////////////////\nACTOR BrutalizedGIRL1\n{\n\tGame Doom\n\tRadius 16\n\tHealth 70\n\tMass 999999\n\tScale 1.0\n\tPainChance 255\n\t-SOLID\n\t+SHOOTABLE\n\t+NORADIUSDMG\n\t+FLOORCLIP\n\tbloodtype \"DeadBlood\"\n\tPainSound \"female/pain\"\n\tStates\n{\n\tDeath.Fatality:\n\tDeath.SuperPunch:\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"HasZManShield\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GotMeatShield\", 1)\n Stop\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n \tTNT1 AAAA 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\tPain:\n \tFUN3 A 15\n\t\tGoto DieNow\n\n DieNow:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedGirlStop\")\n\t\tStop\n\n\tDeath:\n\t TNT1 A 0\n\t\tTNT1 AAAA 0 A_CustomMissile (\"Brains1\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains2\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains3\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains4\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"Brains5\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", random (45, 55), random (5, -5), random (170, 190), 2, random (0, 40))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallBrainPiece\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"SuperWallRedBlood\", 46, 0, random (170, 190), 2, random (0, 40))\n TNT1 AAAAAAAA 0 A_CustomMissile (\"BrainBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_Recoil(2)\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedGIRL2\")\n\t\tStop\n\n\tDeath.SSG:\n\t\tXDeath:\n\t\tTNT1 A 0 A_XScream\n \t TNT1 AAA 0 A_CustomMissile (\"SuperBloodSplasher\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_CustomMissile (\"SargeXDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n Stop\n\t\t}\n}\n\nACTOR BrutalizedGirlStop: CurbstompedMarine\n{\n States\n{\n \tSpawn:\n\t\tFSZ5 h 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tFSZ5 i -1\n \tStop\n\t\t}\n}\n\nACTOR BrutalizedGIRL2: BrutalizedGIRL1\n{\n\tStates\n{\n\tSpawn:\n\tPain:\n\t FUN3 B 15\n\t\tGoto DieNow\n\n DieNow:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedgirlStop2\")\n\t\tStop\n\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(2)\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathArm1\", 35, 0, random (0, 360), 2, random (0, 160))\n \tTNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedGIRL3\")\n\t\tStop\n\t\t}\n}\n\nACTOR BrutalizedgirlStop2: CurbstompedMarine\n{\n States\n {\n Spawn:\n\t\tFSZH L 1 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\tFSZH M -1\n \tStop\n\t\t}\n}\n\nACTOR BrutalizedGIRL3: BrutalizedGIRL1\n{\n\tStates\n{\n\tSpawn:\n\tPain:\n \tFUN3 C 15\n\t\tGoto DieNow\n\n DieNow:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem (\"BrutalizedgirlStop3\")\n\t\tStop\n\n Death:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Recoil(1)\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeath1\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath3\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeath2\", 40, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"CrueltyBonus5Health\")\n\t\tFUN3 EFGH 6\n\t\tFUN3 H -1\n\t\tStop\n\t\t}\n}\n\nACTOR BrutalizedgirlStop3: CurbstompedMarine\n{\n \tStates\n{\n \tSpawn:\n\t\t\tFUN3 FGH 6 A_SpawnItem(\"NashGore_BloodSpot\",0,0,0,1)\n\t\t\tFUN3 H -1\n\t\t\tStop\n\t\t\t}\n}"
},
{
"source": "pk3",
"name": "actors/monsters/FETTGEIST.txt",
"contents": "/////////////////////////////////\n// GENERAL FETTGEIST/////////////\n/////////////////////////////////\n\nACTOR FatFace Replaces Baronofhell\n{\n//$Category Monsters\n//$Title Fettgeist\n\tHealth 7800\n\tRadius 26\n\tHeight 56\n\tDamage 4\n\tDeathHeight 0\n\tSpeed 4\n\tMass 1000\n\tPainchance 0\n\tMONSTER\n\t+FLOORCLIP\n +NOINFIGHTING\n\t+BOSS\n \t+BOSSDEATH\n\t+NORADIUSDMG\n\t+LOOKALLAROUND\n\t+JUSTHIT\n\tSeeSound \"bos5/sight\"\n\tAttackSound \"weapons/minigunfire\"\n\tDeathSound \"bos5/death\"\n\tObituary \"%o was killed by General Fettgesicht.\"\n\tBloodColor \"FF 00 00\"\n\tBloodType \"Nashgore_Blood\"\n DAMAGEFACTOR \"Blood\", 0.0 DAMAGEFACTOR \"BlueBlood\", 0.0 DAMAGEFACTOR \"GreenBlood\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t\tFETG A 5 A_Look\n\t\tLoop\n\tSee:\n\t\tFETG AAAAABBBBBCCCCCDDDDD 1 A_Chase\n\t\tLoop\n\tMissile:\n FETG E 10 A_FaceTarget\n FETG F 3 BRIGHT A_CustomMissile (\"FettgeistRocket\", 30, 18, 0)\n\t\tFETG E 2 A_FaceTarget\n\t\tFETG F 3 BRIGHT A_CustomMissile (\"FettgeistRocket\", 30, 18, 0)\n\t\tFETG E 5 A_FaceTarget\n\t\tFETG F 5 BRIGHT A_CustomMissile (\"FettgeistRocket\", 30, 18, 0)\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\t\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n FETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\t\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n \t\tFETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\t\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n \t\tFETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFETG E 5 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\t\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n\t\tFETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\t\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n \t\tFETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\t\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n \t\tFETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\t\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n \t\tFETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\t\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n \t\tFETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\t\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n \t\tFETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n\t\tFETG E 1 A_FaceTarget\n TNT1 A 0 A_CustomMissile(\"OrangeLensFlareAltFast\", 34, 10, 15, 0)\n\t\tFETG F 0 BRIGHT A_PlayWeaponSound(\"weapons/chaingun\")\n \t\tFETG GH 1 BRIGHT A_CustomMissile(\"HansTracer\", 38, 0, random(-8, 8), 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_SpawnItem (\"RifleCaseSpawn\", 0, 30,0)\n Goto See\n\n\tDeath:\n\t\tWBO5 J 1 A_Scream\n\t\tWBO5 JKLM 5 A_GiveToTarget(\"ScoreItem\", 5000)\n WBO5 M 60 A_SpawnItem (\"MediumBloodSpot\")\n\t\tWBO5 M -1 A_BossDeath\n\t\tStop\n\n\tDeath.ExplosiveImpact:\n\tXDeath:\n TNT1 A 0 A_GiveToTarget(\"ScoreItem\", 15000)\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n TNT1 a 0 A_CustomMissile(\"MuchBlood\", 0, 120)\n\t\tTNT1 a 0 A_CustomMissile(\"MuchBlood\", 0, 120)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"Nashgore_FlyingBlood\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"SuperWallRedBlood\", 40, 0, random (0, 360), 2, random (-5, 5))\n\t TNT1 AAAAAA 0 bright A_CustomMissile (\"SuperGoreSpawner\", 5, 0, random (0, 360), 2, random (30, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"CeilBloodLauncherLong\", 0, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath3\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath4\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n \t\tTNT1 AAAA 0 A_CustomMissile (\"UltraGoreSPawner\", 90, 0, random (0, 360), 2, random (0, 180))\n TNT1 A 0 A_CustomMissile (\"XDeathFATARM\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"XDeathFATARM\", 5, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDEATHFATBUSTO\", 10, 0, random (0, 360), 2, random (0, 160))\n \t\tTNT1 A 0 A_CustomMissile (\"XDEATHFATLEG\", 35, 0, random (0, 360), 2, random (0, 160))\n \t\tTNT1 A 0 A_CustomMissile (\"XDEATHFATLEG\", 46, 0, random (0, 360), 2, random (0, 160))\n \t\tTNT1 A 0 A_CustomMissile (\"XDEATHFATHEAD\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 200\n\t\tTNT1 A 1 A_BossDeath\n\t\tStop\n\n\tDeath.cutless:\n TNT1 A 0\n TNT1 A 0 A_CustomMissile (\"MuchBlood\", 50, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"Instestin\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"XDeathFATARM\", 35, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RIPFAT\", 35, 0, random (0, 360), 2, random (0, 160))\n WBA5 A 5 A_GiveToTarget(\"ScoreItem\", 10000)\n\t\tWBA5 B 5 A_Scream\n\t\tWBA5 C 5 A_NoBlocking\n\t\tWBA5 D 5\n\t\tTNT1 A 0 A_SpawnItem (\"MediumBloodSpot\")\n WBA5 D 200\n WBA5 D -1 A_BossDeath\n\t\tStop\n \t}\n}\n\n///////////////////////////////////\n// General Fettgeist Rocket Actor//\n///////////////////////////////////\nACTOR FettgeistRocket\n{\n\tRadius 10\n\tHeight 8\n Health 5\n\tSpeed 15\n Damage 35\n\tDamageType Explosive\n MeleeDamage 0\n Gravity 0.00\n \tDecal \"Scorch\"\n\tPROJECTILE\n -NOGRAVITY\n \t+EXTREMEDEATH\n +BLOODSPLATTER\n SeeSound \"weapons/RLL\"\n\tDeathSound \"Explosion\"\n\tObituary \"$OB_MPROCKET\"\n\tStates\n{\n\tSpawn:\n\t MISL A 1 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"RocketSmokeTrail52\", 2, 0, random (70, 110), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItem (\"RocketSmokeTrail52\")\n\t\tLoop\n\n\tDeath:\n\t\tEXPL A 0 Radius_Quake (2, 54, 0, 15, 0)\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_CustomMissile (\"MetalShard1\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MetalShard2\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"MetalShard3\", 5, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AAA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 1 A_CustomMissile (\"ExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 3\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 AAAAAAAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t\t}\n}"
}
]
},
"maps": []
}