
actor Doom_ZombieManHead1 : DukeGibs1
{
  scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    XHE2 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE2 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE2 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE2 GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    HED1 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    HED1 G -1
    stop
  Vanish:
    HED1 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_ZombieManLeg1 : DukeGibs1
{
  health 2
  scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    LEG1 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEG1 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEG1 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEG1 GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    LEG1 IIIIIIIIIIIIIIIIIIIIIIIIIIIIII 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    LEG1 I -1
    stop
  Vanish:
    LEG1 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_ShotgunGuyHead1 : DukeGibs1
{
  scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    XHE1 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE1 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE1 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE1 GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    XHE1 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    XHE1 G -1
    stop
  Vanish:
    XHE1 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_ShotgunGuyLeg1 : DukeGibs1
{
  health 2
  scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    LEG2 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEG2 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEG2 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEG2 GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    LEG2 IIIIIIIIIIIIIIIIIIIIIIIIIIIIII 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    LEG2 I -1
    stop
  Vanish:
    LEG2 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_GenericZombieArm1 : DukeGibs1
{
  health 2
  scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    XARM AAEEE 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XARM BBBCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XARM FFDDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XARM GGGGG 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    XDT5 IIIIIIIIIIIIIIIIIIIIIIIIIIIIII 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    XDT5 I -1
    stop
  Vanish:
    XDT5 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_ChaingunGuyHead1 : DukeGibs1
{
  scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    CHHE AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CHHE CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CHHE EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CHHE GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    CHHE AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    CHHE A -1
    stop
  Vanish:
    CHHE AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_ChaingunGuyLeg1 : DukeGibs1
{
  health 2
  scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    LEG3 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEG3 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEG3 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEG3 GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    LEG3 IIIIIIIIIIIIIIIIIIIIIIIIIIIIII 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    LEG3 I -1
    stop
  Vanish:
    LEG3 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_ChaingunGuyArm1 : DukeGibs1
{
  health 2
  scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    HND3 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    HND3 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    HND3 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    HND3 GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    HND3 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    HND3 E -1
    stop
  Vanish:
    HND3 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_ImpHead1 : DukeGibs1
{
  Scale 1.05
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    XHE4 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE4 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE4 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE4 GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    IHED AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    IHED A -1
    stop
  Vanish:
    IHED AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_ImpLeg1 : DukeGibs1
{
  health 2
  Scale 1.05
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    LEG4 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEG4 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEG4 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEG4 GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    LEG4 IIIIIIIIIIIIIIIIIIIIIIIIIIIIII 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    LEG4 I -1
    stop
  Vanish:
    LEG4 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_ImpArm1 : DukeGibs1
{
  health 2
  Scale 1.05
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    HND4 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    HND4 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    HND4 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    HND4 GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    HND4 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    HND4 X -1
    stop
  Vanish:
    HND4 XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_DemonHead1 : DukeGibs1
{
  Scale 1.1
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    DEMH AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DEMH CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DEMH EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DEMH GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    DEMH IIIIIIIIIIIIIIIIIIIIIIIIIIIIII 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    DEMH I -1
    stop
  Vanish:
    DEMH IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_DemonLeg1 : DukeGibs1
{
  health 2
  Scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    LEG8 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEG8 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEG8 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEG8 GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    LEG8 IIIIIIIIIIIIIIIIIIIIIIIIIIIIII 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    LEG8 I -1
    stop
  Vanish:
    LEG8 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_DemonArm1 : DukeGibs1
{
  health 2
  Scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    HND8 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    HND8 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    HND8 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    HND8 GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    HND8 IIIIIIIIIIIIIIIIIIIIIIIIIIIIII 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    HND8 I -1
    stop
  Vanish:
    HND8 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_RevenantHead1 : DukeGibs1
{
  Scale 0.87
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    XHE6 AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE6 BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE6 CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE6 DDDDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    XHE6 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    XHE6 D -1
    stop
  Vanish:
    XHE6 DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_RevenantLeg1 : DukeGibs1
{
  health 2
  Scale 0.87
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    BNP3 AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    BNP3 BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    BNP3 CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    BNP3 DDDDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    BNP3 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    BNP3 A -1
    stop
  Vanish:
    BNP3 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_RevenantArm1 : DukeGibs1
{
  health 2
  Scale 0.87
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    BNP2 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    BNP2 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    BNP2 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    BNP2 GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    BNP2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    BNP2 E -1
    stop
  Vanish:
    BNP2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_RevenantBone1 : DukeGibs1
{
  health 16
  Scale 0.87
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    BNP1 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    BNP1 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    BNP1 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    BNP1 GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    BNP1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    BNP1 E -1
    stop
  Vanish:
    BNP1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_BaronOfHellHead1 : DukeGibs1
{
  Scale 1.05
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    XHE5 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE5 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE5 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE5 GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    XHE5 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    XHE5 A -1
    stop
  Vanish:
    XHE5 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_BaronOfHellLeg1 : DukeGibs1
{
  health 2
  Scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    GHKL AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GHKL CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GHKL EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GHKL GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    GHKL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    GHKL A -1
    stop
  Vanish:
    GHKL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_HellKnightHead1 : DukeGibs1
{
  Scale 0.9
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    HKHE AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    HKHE CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    HKHE EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    HKHE GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    HKHE GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    HKHE G -1
    stop
  Vanish:
    HKHE GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_HellKnightArm1 : DukeGibs1
{
  health 2
  Scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    GHKA AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GHKA CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GHKA EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GHKA GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    GHKA IIIIIIIIIIIIIIIIIIIIIIIIIIIIII 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    GHKA I -1
    stop
  Vanish:
    GHKA IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_FatsoHead1 : DukeGibs1
{
  Scale 0.8
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    XHE7 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE7 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE7 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE7 GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    XHE7 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    XHE7 G -1
    stop
  Vanish:
    XHE7 GGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_FatsoLeg1 : DukeGibs1
{
  health 2
  Scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    MAN4 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    MAN4 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    MAN4 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    MAN4 GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    MAN4 IIIIIIIIIIIIIIIIIIIIIIIIIIIIII 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    MAN4 I -1
    stop
  Vanish:
    MAN4 IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_FatsoArm1 : DukeGibs1
{
  Scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    MANA AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    MANA CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    MANA EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    MANA GGGGG 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    MANA HHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    MANA H -1
    stop
  Vanish:
    MANA HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_CacodemonHorn1 : DukeGibs1
{
  health 4
  Scale 0.9
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    CCP2 AAABB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CCP2 CCDDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CCP2 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CCP2 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    CCP2 BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    CCP2 B -1
    stop
  Vanish:
    CCP2 BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_CacodemonMeat1 : DukeGibs1
{
  health 4
  Scale 1.1
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    CCP4 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CCP4 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CCP4 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CCP4 GGGGG 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    CCP4 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    CCP4 H -1
    stop
  Vanish:
    CCP4 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_CacodemonHead1 : DukeGibs1
{
  Scale 0.8
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    CACX AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CACX CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CACX EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CACX GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    CACX IIIIIIIIIIIIIIIIIIIIIIIIIIIIII 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    CACX I -1
    stop
  Vanish:
    CACX IIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_CacodemonEye1 : DukeGibs1
{
  Scale 1.1
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    CCD5 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CCD5 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CCD5 AAABB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CCD5 CCDDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    CCD5 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    CCD5 A -1
    stop
  Vanish:
    CCD5 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_LostSoulBone1 : DukeGibs1
{
  Decal "none"
  health 10
  Scale 0.8
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    LGI1 AABBB 1 A_SpawnItemEx("OldschoolRocketSmokeTrail2Tiny", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LGI1 CCCDD 1 A_SpawnItemEx("FlameTrailsSmall1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LGI1 EEFFF 1 A_SpawnItemEx("OldschoolRocketSmokeTrail2Tiny", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LGI1 GGGHH 1 A_SpawnItemEx("FlameTrailsSmall1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Gravity
    LGI1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    LGI1 A -1
    stop
  Vanish:
    LGI1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_PainElementalMeat1 : DukeGibs1
{
  health 4
  Scale 1.1
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    CAGI AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CAGI CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CAGI EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CAGI GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    CAGI QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    CAGI Q -1
    stop
  Vanish:
    CAGI QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_PainElementalMeat2 : DukeGibs1
{
  health 4
  Scale 1.1
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    CAGI IIJJJ 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CAGI KKKLL 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CAGI MMNNN 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    CAGI OOOPP 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    CAGI RRRRRRRRRRRRRRRRRRRRRRRRRRRRRR 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    CAGI R -1
    stop
  Vanish:
    CAGI RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_ArchvileHead1 : DukeGibs1
{
  scale 0.9
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    VILP CCDDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    VILP EEEFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    VILP GGHHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    VILP IIIJJ 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    VILP JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    VILP J -1
    stop
  Vanish:
    VILP JJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJJ 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_ArchvileLeg1 : DukeGibs1
{
  health 2
  scale 0.9
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    DIAG IIJJJ 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DIAG KKKLL 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DIAG MMNNN 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DIAG OOOPP 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    DIAG QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    DIAG Q -1
    stop
  Vanish:
    DIAG QQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQQ 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_ArchvileArm1 : DukeGibs1
{
  health 2
  scale 0.9
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    DIAG AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DIAG CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DIAG EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DIAG GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    DIAG RRRRRRRRRRRRRRRRRRRRRRRRRRRRRR 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    DIAG R -1
    stop
  Vanish:
    DIAG RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_CyberdemonHead1 : DukeGibs1
{
  Scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    XHE8 AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE8 CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE8 EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    XHE8 GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    XHE8 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    XHE8 C -1
    stop
  Vanish:
    XHE8 CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_WolfensteinSSHead1 : DukeGibs1
{
  Scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    SSHD AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    SSHD BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    SSHD CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    SSHD DDDDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    SSHD EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    SSHD E -1
    stop
  Vanish:
    SSHD EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_WolfensteinSSLeg1 : DukeGibs1
{
  health 2
  scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    LEGW AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEGW CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEGW EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    LEGW GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    LEGW EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    LEGW E -1
    stop
  Vanish:
    LEGW EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor Doom_WolfensteinSSArm1 : DukeGibs1
{
  health 2
  scale 1.0
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    SSBR AABBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    SSBR CCCDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    SSBR EEFFF 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    SSBR GGGHH 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    loop
  Death:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0
    TNT1 A 0 A_Gravity
    SSBR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    SSBR E -1
    stop
  Vanish:
    SSBR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}
