
actor DukeGibs1 : ZMissileGibs
{
  Decal "BloodSplat"
  Radius 4
  Height 4
  Speed 0
  Projectile
  -NOGRAVITY
  -NOBLOCKMAP
  +CLIENTSIDEONLY
  +THRUACTORS
  +CORPSE
  +THRUGHOST
  Gravity 0.5
  health 1
  scale 0.5
  +THRUSPECIES
  Species "DukeDebris"
  States
  {
  Spawn:
    GIB1 AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB1 BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB1 CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB1 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
  Death2:
    GIB1 E 1 A_CheckFloor(1)
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0 A_SpawnItemEx("DukeBurning", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER, 213)
    GIB1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    GIB1 E -1
    stop
  Vanish:
    GIB1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    Stop
  }
}

actor DukeGibs2 : DukeGibs1
{
  States
  {
  Spawn:
    GIB2 AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB2 BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB2 CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB2 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
  Death2:
    GIB2 E 1 A_CheckFloor(1)
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0 A_SpawnItemEx("DukeBurning", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER, 213)
    GIB2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    GIB2 E -1
    stop
  Vanish:
    GIB2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor DukeGibs3 : DukeGibs1
{
  health 2
  States
  {
  Spawn:
    GIB3 AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB3 BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB3 CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB3 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
  Death2:
    GIB3 E 1 A_CheckFloor(1)
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0 A_SpawnItemEx("DukeBurning", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER, 213)
    GIB3 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    GIB3 E -1
    stop
  Vanish:
    GIB3 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor DukeGibs4 : DukeGibs1
{
  health 3
  States
  {
  Spawn:
    GIB4 AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB4 BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB4 CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB4 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
  Death2:
    GIB4 E 1 A_CheckFloor(1)
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0 A_SpawnItemEx("DukeBurning", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER, 213)
    TNT1 A 0 A_JumpIf(d3d_3dgore==0, "Model")
  Normal:
    GIB4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    GIB4 E -1
    stop
  Vanish:
    GIB4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  Model:
    TNT1 A 0 A_SetSpriteRotation(random[RIDMONSTER](1,360))
    GIM4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "VanishModel")
    GIM4 E -1
    stop
  VanishModel:
    GIM4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor DukeGibs5 : DukeGibs1
{
  health 2
  States
  {
  Spawn:
    GIB5 AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB5 BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB5 CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB5 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
  Death2:
    GIB5 E 1 A_CheckFloor(1)
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0 A_SpawnItemEx("DukeBurning", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER, 213)
    GIB5 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    GIB5 E -1
    stop
  Vanish:
    GIB5 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor DukeGibs6 : DukeGibs1
{
  health 3
  States
  {
  Spawn:
    GIB6 AB 5
    loop
  Death:
    GIB6 CDEFGH 5
    stop
  }
}

actor AlienDukeGibs1 : DukeGibs1
{
  Decal "BloodSplatGreen"
  States
  {
  Spawn:
    2IB1 AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB1 BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB1 CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB1 DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
  Death2:
    2IB1 E 1 A_CheckFloor(1)
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0 A_SpawnItemEx("DukeBurning", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER, 213)
    2IB1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    2IB1 E -1
    stop
  Vanish:
    2IB1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor AlienDukeGibs2 : DukeGibs2
{
  Decal "BloodSplatGreen"
  States
  {
  Spawn:
    2IB2 AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB2 BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB2 CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB2 DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
  Death2:
    2IB2 E 1 A_CheckFloor(1)
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0 A_SpawnItemEx("DukeBurning", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER, 213)
    2IB2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    2IB2 E -1
    stop
  Vanish:
    2IB2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor AlienDukeGibs3 : DukeGibs3
{
  Decal "BloodSplatGreen"
  States
  {
  Spawn:
    2IB3 AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB3 BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB3 CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB3 DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
  Death2:
    2IB3 E 1 A_CheckFloor(1)
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0 A_SpawnItemEx("DukeBurning", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER, 213)
    2IB3 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    2IB3 E -1
    stop
  Vanish:
    2IB3 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor AlienDukeGibs4 : DukeGibs4
{
  Decal "BloodSplatGreen"
  States
  {
  Spawn:
    2IB4 AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB4 BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB4 CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB4 DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
  Death2:
    2IB4 E 1 A_CheckFloor(1)
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0 A_SpawnItemEx("DukeBurning", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER, 213)
    TNT1 A 0 A_JumpIf(d3d_3dgore==0, "Model")
  Normal:
    2IB4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    2IB4 E -1
    stop
  Vanish:
    2IB4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  Model:
    TNT1 A 0 A_SetSpriteRotation(random[RIDMONSTER](1,360))
    GIM4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "VanishModel")
    GIM4 E -1
    stop
  VanishModel:
    GIM4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor AlienDukeGibs5 : DukeGibs5
{
  Decal "BloodSplatGreen"
  States
  {
  Spawn:
    2IB5 AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB5 BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB5 CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB5 DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
  Death2:
    2IB5 E 1 A_CheckFloor(1)
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0 A_SpawnItemEx("DukeBurning", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER, 213)
    2IB5 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    2IB5 E -1
    stop
  Vanish:
    2IB5 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor AlienDukeGibs6 : DukeGibs6
{
  Translation "32:47=120:135", "184:191=112:127", "232:235=124:127", "208:223=112:119"
  Decal "BloodSplatGreen"
}

actor NewIceChunk : ZIceChunk replaces IceChunk
{
  Gravity 0.6
}

actor Gib1DeathSkin : ZMissileGibs
{
  Radius 1
  Height 1
  Speed 0
  Projectile
  -NOGRAVITY
  -NOBLOCKMAP
  +CLIENTSIDEONLY
  +THRUACTORS
  +THRUGHOST
  scale 0.5
  +THRUSPECIES
  Species "DukeDebris"
  States
  {
  Spawn:
    GIB1 E 1
    loop
  Death:

    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0

    GIB1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    GIB1 E -1
    stop
  Vanish:
    GIB1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor Gib2DeathSkin : Gib1DeathSkin
{
  States
  {
  Spawn:
    GIB2 E 1
    loop
  Death:

    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0

    GIB2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    GIB2 E -1
    stop
  Vanish:
    GIB2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor Gib3DeathSkin : Gib1DeathSkin
{
  States
  {
  Spawn:
    GIB3 E 1
    loop
  Death:

    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0

    GIB3 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    GIB3 E -1
    stop
  Vanish:
    GIB3 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor Gib4DeathSkin : Gib1DeathSkin
{
  States
  {
  Spawn:
    GIB4 E 1
    loop
  Death:

    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0

    GIB4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    GIB4 E -1
    stop
  Vanish:
    GIB4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor Gib5DeathSkin : Gib1DeathSkin
{
  States
  {
  Spawn:
    GIB5 E 1
    loop
  Death:

    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    TNT1 A 0

    GIB5 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    GIB5 E -1
    stop
  Vanish:
    GIB5 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor DukeGibs1NF : DukeGibs1
{
  States
  {
  Spawn:
    GIB1 AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB1 BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB1 CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB1 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
    GIB1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    GIB1 E -1
    stop
  Vanish:
    GIB1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor DukeGibs2NF : DukeGibs2
{
  States
  {
  Spawn:
    GIB2 AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB2 BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB2 CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB2 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
    GIB2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    GIB2 E -1
    stop
  Vanish:
    GIB2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor DukeGibs3NF : DukeGibs3
{
  States
  {
  Spawn:
    GIB3 AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB3 BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB3 CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB3 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
    GIB3 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    GIB3 E -1
    stop
  Vanish:
    GIB3 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor DukeGibs4NF : DukeGibs4
{
  States
  {
  Spawn:
    GIB4 AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB4 BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB4 CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB4 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
    TNT1 A 0 A_JumpIf(d3d_3dgore==0, "Model")
  Normal:
    GIB4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    GIB4 E -1
    stop
  Vanish:
    GIB4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  Model:
    TNT1 A 0 A_SetSpriteRotation(random[RIDMONSTER](1,360))
    GIM4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "VanishModel")
    GIM4 E -1
    stop
  VanishModel:
    GIM4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor DukeGibs5NF : DukeGibs5
{
  States
  {
  Spawn:
    GIB5 AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB5 BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB5 CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB5 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
    GIB5 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    GIB5 E -1
    stop
  Vanish:
    GIB5 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor AlienDukeGibs1NF : AlienDukeGibs1
{
  States
  {
  Spawn:
    2IB1 AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB1 BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB1 CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB1 DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
    2IB1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    2IB1 E -1
    stop
  Vanish:
    2IB1 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor AlienDukeGibs2NF : AlienDukeGibs2
{
  States
  {
  Spawn:
    2IB2 AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB2 BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB2 CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB2 DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
    2IB2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    2IB2 E -1
    stop
  Vanish:
    2IB2 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor AlienDukeGibs3NF : AlienDukeGibs3
{
  States
  {
  Spawn:
    2IB3 AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB3 BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB3 CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB3 DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
    2IB3 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    2IB3 E -1
    stop
  Vanish:
    2IB3 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor AlienDukeGibs4NF : AlienDukeGibs4
{
  States
  {
  Spawn:
    2IB4 AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB4 BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB4 CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB4 DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
    TNT1 A 0 A_JumpIf(d3d_3dgore==0, "Model")
  Normal:
    2IB4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    2IB4 E -1
    stop
  Vanish:
    2IB4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  Model:
    TNT1 A 0 A_SetSpriteRotation(random[RIDMONSTER](1,360))
    GIM4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "VanishModel")
    GIM4 E -1
    stop
  VanishModel:
    GIM4 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor AlienDukeGibs5NF : AlienDukeGibs5
{
  States
  {
  Spawn:
    2IB5 AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB5 BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB5 CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB5 DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
    2IB5 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    2IB5 E -1
    stop
  Vanish:
    2IB5 EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor DukeSquishedBody
{
  height 1
  scale 0.1
  +NOTELEPORT
  +MOVEWITHSECTOR
  +FLOORCLIP
  -SOLID
  +THRUACTORS
  +GHOST
  +NONSHOOTABLE
  +CORPSE
  +NOCLIP
  ThruBits 1
  +THRUSPECIES
  Species "DukeDebris"
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0 {A_UnsetShootable; A_UnsetSolid;}
    SQSH A 0 A_SetScale( random[RIDMONSTER](15,40)/100.0, (CeilingZ - FloorZ)/136.0 )
    TNT1 A 0 A_JumpIf( (CeilingZ - FloorZ)>20, "Gib")
  Spawn2:
    TNT1 A 0 A_JumpIf( (CeilingZ - FloorZ)>150, "Gib")
    SQSH A 1 A_SetScale( ScaleX, (CeilingZ - FloorZ)/136.0 + 0.025 )
    TNT1 A 0 A_SetSize(-1, (CeilingZ - FloorZ)/2)
    loop
  Gib:
    TNT1 A 0 A_XScream
    TNT1 A 0 A_SpawnDebris("DukeGibs1NF", TRUE, 1.0, 1.0)
    TNT1 A 0 A_SpawnDebris("DukeGibs2NF", TRUE, 1.0, 1.0)
    TNT1 A 0 A_SpawnDebris("DukeGibs3NF", TRUE, 1.0, 1.0)
    TNT1 A 0 A_SpawnDebris("DukeGibs4NF", TRUE, 1.0, 1.0)
    TNT1 A 0 A_SpawnDebris("DukeGibs5NF", TRUE, 1.0, 1.0)
    TNT1 A 0 A_SpawnDebris("DukeGibs6", FALSE, 1.0, 1.0)
    TNT1 A 1
    stop
  }
}

actor DukeSquishedBodyGreen : DukeSquishedBody
{
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0 {A_UnsetShootable; A_UnsetSolid;}
    SQSG A 0 A_SetScale( random[RIDMONSTER](15,40)/100.0, (CeilingZ - FloorZ)/136.0 )
    TNT1 A 0 A_JumpIf( (CeilingZ - FloorZ)>20, "Gib")
  Spawn2:
    TNT1 A 0 A_JumpIf( (CeilingZ - FloorZ)>150, "Gib")
    SQSG A 1 A_SetScale( ScaleX, (CeilingZ - FloorZ)/136.0 + 0.025 )
    TNT1 A 0 A_SetSize(-1, (CeilingZ - FloorZ)/2)
    loop
  Gib:
    TNT1 A 0 A_XScream
    TNT1 A 0 A_SpawnDebris("AlienDukeGibs1NF", TRUE, 1.0, 1.0)
    TNT1 A 0 A_SpawnDebris("AlienDukeGibs2NF", TRUE, 1.0, 1.0)
    TNT1 A 0 A_SpawnDebris("AlienDukeGibs3NF", TRUE, 1.0, 1.0)
    TNT1 A 0 A_SpawnDebris("AlienDukeGibs4NF", TRUE, 1.0, 1.0)
    TNT1 A 0 A_SpawnDebris("AlienDukeGibs5NF", TRUE, 1.0, 1.0)
    TNT1 A 0 A_SpawnDebris("AlienDukeGibs6", FALSE, 1.0, 1.0)
    TNT1 A 1
    stop
  }
}

actor DukeSquishedBodyBlood
{
  +FLATSPRITE
  scale 0.8
  States
  {
  Spawn:
    TNT1 A 0
    SQSH B -1
    Stop
  }
}

actor DukeSquishedBodyBloodGreen : DukeSquishedBodyBlood
{
  States
  {
  Spawn:
    TNT1 A 0
    SQSG B -1
    Stop
  }
}

actor PainDukeGibs1 : DukeGibs1
{
  health 1
  States
  {
  Spawn:
    GIB1 AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB1 BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB1 CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB1 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
  Death2:
    GIB1 AAAAA 1 A_CheckFloor("Death3")
    GIB1 BBBBB 1 A_CheckFloor("Death3")
    GIB1 CCCCC 1 A_CheckFloor("Death3")
    GIB1 DDDDD 1 A_CheckFloor("Death3")
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    GIB6 CDEFGH 5
    stop
  }
}

actor PainDukeGibs2 : DukeGibs2
{
  health 1
  States
  {
  Spawn:
    GIB2 AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB2 BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB2 CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB2 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
  Death2:
    GIB2 AAAAA 1 A_CheckFloor("Death3")
    GIB2 BBBBB 1 A_CheckFloor("Death3")
    GIB2 CCCCC 1 A_CheckFloor("Death3")
    GIB2 DDDDD 1 A_CheckFloor("Death3")
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    GIB6 CDEFGH 5
    stop
  }
}

actor PainDukeGibs3 : DukeGibs3
{
  health 1
  States
  {
  Spawn:
    GIB3 AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB3 BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB3 CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB3 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
  Death2:
    GIB3 AAAAA 1 A_CheckFloor("Death3")
    GIB3 BBBBB 1 A_CheckFloor("Death3")
    GIB3 CCCCC 1 A_CheckFloor("Death3")
    GIB3 DDDDD 1 A_CheckFloor("Death3")
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    GIB6 CDEFGH 5
    stop
  }
}

actor PainDukeGibs4 : DukeGibs4
{
  health 1
  States
  {
  Spawn:
    GIB4 AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB4 BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB4 CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB4 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
  Death2:
    GIB4 AAAAA 1 A_CheckFloor("Death3")
    GIB4 BBBBB 1 A_CheckFloor("Death3")
    GIB4 CCCCC 1 A_CheckFloor("Death3")
    GIB4 DDDDD 1 A_CheckFloor("Death3")
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    GIB6 CDEFGH 5
    stop
  }
}

actor PainDukeGibs5 : DukeGibs5
{
  health 1
  States
  {
  Spawn:
    GIB5 AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB5 BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB5 CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    GIB5 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
  Death2:
    GIB5 AAAAA 1 A_CheckFloor("Death3")
    GIB5 BBBBB 1 A_CheckFloor("Death3")
    GIB5 CCCCC 1 A_CheckFloor("Death3")
    GIB5 DDDDD 1 A_CheckFloor("Death3")
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    GIB6 CDEFGH 5
    stop
  }
}

actor PainDukeGibs6 : DukeGibs6
{
  health 1
}

actor AlienPainDukeGibs1 : AlienDukeGibs1
{
  health 1
  Translation "32:47=120:135", "184:191=112:127", "232:235=124:127", "208:223=112:119"
  States
  {
  Spawn:
    2IB1 AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB1 BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB1 CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB1 DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
  Death2:
    2IB1 AAAAA 1 A_CheckFloor("Death3")
    2IB1 BBBBB 1 A_CheckFloor("Death3")
    2IB1 CCCCC 1 A_CheckFloor("Death3")
    2IB1 DDDDD 1 A_CheckFloor("Death3")
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    GIB6 CDEFGH 5
    stop
  }
}

actor AlienPainDukeGibs2 : AlienDukeGibs2
{
  health 1
  Translation "32:47=120:135", "184:191=112:127", "232:235=124:127", "208:223=112:119"
  States
  {
  Spawn:
    2IB2 AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB2 BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB2 CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB2 DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
  Death2:
    2IB2 AAAAA 1 A_CheckFloor("Death3")
    2IB2 BBBBB 1 A_CheckFloor("Death3")
    2IB2 CCCCC 1 A_CheckFloor("Death3")
    2IB2 DDDDD 1 A_CheckFloor("Death3")
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    GIB6 CDEFGH 5
    stop
  }
}

actor AlienPainDukeGibs3 : AlienDukeGibs3
{
  health 1
  Translation "32:47=120:135", "184:191=112:127", "232:235=124:127", "208:223=112:119"
  States
  {
  Spawn:
    2IB3 AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB3 BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB3 CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB3 DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
  Death2:
    2IB3 AAAAA 1 A_CheckFloor("Death3")
    2IB3 BBBBB 1 A_CheckFloor("Death3")
    2IB3 CCCCC 1 A_CheckFloor("Death3")
    2IB3 DDDDD 1 A_CheckFloor("Death3")
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    GIB6 CDEFGH 5
    stop
  }
}

actor AlienPainDukeGibs4 : AlienDukeGibs4
{
  health 1
  Translation "32:47=120:135", "184:191=112:127", "232:235=124:127", "208:223=112:119"
  States
  {
  Spawn:
    2IB4 AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB4 BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB4 CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB4 DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
  Death2:
    2IB4 AAAAA 1 A_CheckFloor("Death3")
    2IB4 BBBBB 1 A_CheckFloor("Death3")
    2IB4 CCCCC 1 A_CheckFloor("Death3")
    2IB4 DDDDD 1 A_CheckFloor("Death3")
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    GIB6 CDEFGH 5
    stop
  }
}

actor AlienPainDukeGibs5 : AlienDukeGibs5
{
  health 1
  Translation "32:47=120:135", "184:191=112:127", "232:235=124:127", "208:223=112:119"
  States
  {
  Spawn:
    2IB5 AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB5 BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB5 CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    2IB5 DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
  Death2:
    2IB5 AAAAA 1 A_CheckFloor("Death3")
    2IB5 BBBBB 1 A_CheckFloor("Death3")
    2IB5 CCCCC 1 A_CheckFloor("Death3")
    2IB5 DDDDD 1 A_CheckFloor("Death3")
    loop
  Death3:
    TNT1 A 0 A_Jump(192,2)
    TNT1 A 0 A_PlaySound("flesh/land")
    GIB6 CDEFGH 5
    stop
  }
}

actor AlienPainDukeGibs6 : AlienDukeGibs6
{
  health 1
}

actor DukeGibs1NFP : DukeGibs1NF
{
  StencilColor "00 00 FF"
}

actor DukeGibs2NFP : DukeGibs2NF
{
  StencilColor "00 00 FF"
}

actor DukeGibs3NFP : DukeGibs3NF
{
  StencilColor "00 00 FF"
}

actor DukeGibs4NFP : DukeGibs4NF
{
  StencilColor "00 00 FF"
}

actor DukeGibs5NFP : DukeGibs5NF
{
  StencilColor "00 00 FF"
}

actor AlienDukeGibs1NFP : AlienDukeGibs1NF
{
  StencilColor "00 00 FF"
}

actor AlienDukeGibs2NFP : AlienDukeGibs2NF
{
  StencilColor "00 00 FF"
}

actor AlienDukeGibs3NFP : AlienDukeGibs3NF
{
  StencilColor "00 00 FF"
}

actor AlienDukeGibs4NFP : AlienDukeGibs4NF
{
  StencilColor "00 00 FF"
}

actor AlienDukeGibs5NFP : AlienDukeGibs5NF
{
  StencilColor "00 00 FF"
}

actor HeadJib1 : DukeGibs1
{
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    TROH AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    TROH BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    TROH CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    TROH 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
    TROH AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    TROH A -1
    stop
  Vanish:
    TROH AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
    stop
  }
}

actor ArmJib1 : DukeGibs1
{
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    TROA AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    TROA BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    TROA CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    TROA 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
    TROA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    TROA A -1
    stop
  Vanish:
    TROA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
    stop
  }
}

actor ArmJibBlue1 : DukeGibs1
{
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    T64A AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    T64A BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    T64A CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    T64A 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
    T64A AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    T64A A -1
    stop
  Vanish:
    T64A AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
    stop
  }
}

actor LegJib1 : DukeGibs1
{
  health 2
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    TROL AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    TROL BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    TROL CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    TROL 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
    TROL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    TROL A -1
    stop
  Vanish:
    TROL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
    stop
  }
}

actor LegJibBlue1 : DukeGibs1
{
  health 2
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    T64L AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    T64L BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    T64L CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    T64L 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
    T64L AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    T64L A -1
    stop
  Vanish:
    T64L AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
    stop
  }
}

actor LizmanHead1 : DukeGibs1
{
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    ENFH AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    ENFH BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    ENFH CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    ENFH 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
    ENFH AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    ENFH A -1
    stop
  Vanish:
    ENFH AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
    stop
  }
}

actor LizmanArm1 : DukeGibs1
{
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    ENFA AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    ENFA BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    ENFA CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    ENFA 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
    ENFA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    ENFA A -1
    stop
  Vanish:
    ENFA AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
    stop
  }
}

actor LizmanLeg1 : DukeGibs1
{
  health 2
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    ENFL AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    ENFL BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    ENFL CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    ENFL 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
    ENFL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    ENFL A -1
    stop
  Vanish:
    ENFL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
    stop
  }
}

actor CommanderHead1 : DukeGibs1
{
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    COMH AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    COMH BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    COMH CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    COMH 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
    COMH EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    COMH E -1
    stop
  Vanish:
    COMH EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor AlienDroneHead1 : DukeGibs1
{
  Decal "BloodSplatGreen"
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    DROH AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DROH BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DROH CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DROH DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
    DROH EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    DROH E -1
    stop
  Vanish:
    DROH EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor AlienDroneArm1 : DukeGibs1
{
  Decal "BloodSplatGreen"
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    DROA AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DROA BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DROA CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DROA DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
    DROA EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    DROA E -1
    stop
  Vanish:
    DROA EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor AlienDroneLeg1 : DukeGibs1
{
  Decal "BloodSplatGreen"
  health 2
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    DROL AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DROL BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DROL CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    DROL DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
    DROL EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    DROL E -1
    stop
  Vanish:
    DROL EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor FireflyHead1 : DukeGibs1
{
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    FFTH AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    FFTH BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    FFTH CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    FFTH DDDDD 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    FFTH EEEEE 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    FFTH FFFFF 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
    FFTH AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    FFTH A -1
    stop
  Vanish:
    FFTH AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.1)
    stop
  }
}

actor FireflyArm1 : DukeGibs1
{
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    FFTA AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    FFTA BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    FFTA CCCCC 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
    FFTA BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    FFTA B -1
    stop
  Vanish:
    FFTA BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.1)
    stop
  }
}

actor FireflyLeg1 : DukeGibs1
{
  health 2
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    FFTL AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    FFTL BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    FFTL CCCCC 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
    FFTL BBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    FFTL B -1
    stop
  Vanish:
    FFTL BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.1)
    stop
  }
}

actor OctabrainLeg1 : DukeGibs1
{
  scale 0.75
  health 8
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    OCTL AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    OCTL BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    OCTL CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    OCTL 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
    OCTL EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    OCTL E -1
    stop
  Vanish:
    OCTL EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor PsychobrainLeg1 : DukeGibs1
{
  scale 0.75
  health 8
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    PSYL AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    PSYL BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    PSYL CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    PSYL 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
    PSYL EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    PSYL E -1
    stop
  Vanish:
    PSYL EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor PigcopHead1 : DukeGibs1
{
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    PIGH AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    PIGH BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    PIGH CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    PIGH 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
    PIGH EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    PIGH E -1
    stop
  Vanish:
    PIGH EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor PigcopArm1 : DukeGibs1
{
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    PGAR AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    PGAR BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    PGAR CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    PGAR 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
    PGAR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    PGAR E -1
    stop
  Vanish:
    PGAR EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor PigcopLeg1 : DukeGibs1
{
  health 2
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    PIGL AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    PIGL BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    PIGL CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    PIGL 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
    PIGL EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    PIGL E -1
    stop
  Vanish:
    PIGL EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor NetherworldQueenHead1 : DukeGibs1
{
  scale 0.35
  Decal "BloodSplatGreen"
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    NWQH AAAAA 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    NWQH BBBBB 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    NWQH CCCCC 1 A_SpawnItemEx("NewGreenBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    NWQH DDDDD 1 A_SpawnItemEx("NewGreenBlood1", 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
    NWQH EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    NWQH E -1
    stop
  Vanish:
    DROH EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor PigAssArm1 : DukeGibs1
{
  health 2
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    APGA AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    APGA BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    APGA CCCCC 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    APGA 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
    APGA EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    APGA E -1
    stop
  Vanish:
    APGA EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_FadeOut(0.1)
    stop
  }
}

actor PigAssLeg1 : DukeGibs1
{
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    APGL AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    APGL BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    APGL CCCCC 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
    APGL CCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    APGL C -1
    stop
  Vanish:
    APGL CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.1)
    stop
  }
}

actor PigAssFoot1 : DukeGibs1
{
  States
  {
  Spawn:
    TNT1 AAAAAAAA 0
    TNT1 A 0 A_Jump(128,2)
    TNT1 A 0 A_ChangeFlag("SPRITEFLIP", 1)
    TNT1 A 0
  Spawn2:
    APGF AAAAA 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    APGF BBBBB 1 A_SpawnItemEx("NewRedBlood1", 0, 0, 0, 0, 0, 0, random[RIDMONSTER](0, 360), 0, 208)
    APGF CCCCC 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
    APGF DDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 35 A_Gravity
    TNT1 A 0 A_JumpIf(d3d_vanishgore==1, "Vanish")
    APGF D -1
    stop
  Vanish:
    APGF DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 1 A_FadeOut(0.1)
    stop
  }
}