Actor WormInfest: Inventory { Inventory.MaxAmount 1 }

ACTOR PROPExplosiveCylinder: ExplosiveBarrel replaces ExplosiveBarrel
{
	Health 40
	Radius 10
	Height 42
	woundhealth 20
	+SOLID
	+SHOOTABLE
	+NOBLOOD
	+ACTIVATEMCROSS
	+DONTGIB 
	Obituary "$OB_BARREL"
	States
	{
	Spawn:
		BAR1 AB 1
		Loop
	Wound:
	    BAR1 C 3 BRIGHT A_PlaySound("Special/CyliLoop", CHAN_BODY)
		BAR1 C 0 A_JUMP(40, "Death") 
		BAR1 DE 3 BRIGHT
		loop
	Death:
		BEXP A 5 BRIGHT A_PlaySound("explode/large", CHAN_BODY)
		BEXP B 0 A_SetDamageType("Fire")
		BEXP B 2 BRIGHT
		BEXP C 2 BRIGHT
		BFE1 AAAAAAAAAAAAA 0 A_CustomMissile("NapalmDebris", 0, 0, random(0,360), 2, random(0,90))
	    BFE1 AAAAAA 0 A_CustomMissile("firesmoke", 0, 0, random(0,360), 2, random(0,30))
		BEXP D 3 BRIGHT A_Explode (100,192)
		BEXP E 3 BRIGHT
		BEXP F 3 BRIGHT A_FadeOut(0.1)
		BEXP G 4 BRIGHT A_FadeOut(0.1)
		BEXP H 4 BRIGHT A_FadeOut(0.1)
		BEXP I 4 BRIGHT A_FadeOut(0.1)
		BEXP J 4 BRIGHT A_FadeOut(0.1)
		BEXP K 4 BRIGHT A_FadeOut(0.1)
		BEXP K 4 BRIGHT A_FadeOut(0.1)
		TNT1 A 1050 BRIGHT A_BarrelDestroy
		TNT1 A 0 A_FadeIn(1.0) //stops 'ghost barrel' bug in multiplayer/respawn
		TNT1 A 5 A_Respawn
		Wait
	}
}
Actor DeadMannequin1
{
 Radius 6
  Height 6
  +NOBLOCKMAP
States
  {
  Spawn:
    MAN1 X -1
    STOP
  }
}
Actor PropMannequin1 460
{
  Health 30
  Height 56
  radius 16
  mass 90
  Speed 12
  PainChance 256
  +CORPSE
  +NOBLOOD
   +FLOORCLIP
  +NOINFIGHTSPECIES
  -COUNTKILL
  damagefactor "wendigo",0.0
  painchance "wendigo",256
  MONSTER
   deathsound "break/box"
   Obituary "%o was clubbed to death by a Disguised Possessor Worm."
  States
  {
  Spawn:
    MAN1 A 0
  SpawnStatic:
    MAN1 A -1
    Loop
  Raise:
    MAN1 A 0
	MAN1 B 0 a_giveinventory("worminfest",1) 
	MAN1 BCDEFGH 3
	MAN1 I 3 A_SETHEALTH(90)
	goto see
  see:
    MAN1 JJKKLLMM 2 A_chase
	goto see
  Idle: 
    MAN1 I 10 A_LOOK
	loop
  Melee:
    MAN1 NOP 3 a_facetarget
	MAN1 Q 3 A_CustomMeleeAttack(random(6, 12))
	MAN1 R 4 a_facetarget
	goto see
  Pain:
    MAN1 A 0 A_jumpifinventory("worminfest", 1,"paininfested")
	MAN1 A 2
	goto spawnstatic
  PainInfested:
    MAN1 S 3 A_pain
	MAN1 T 3 
	MAN1 S 4 
	goto see
  Death:
    MAN1 A 0 A_jumpifinventory("worminfest", 1,"deathinfested")
    MAN1 U 4 A_Scream
	NULL A 0 A_NoBlocking
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	MAN1 VW 4
	MAN1 X 0 A_SpawnItemEx("DeadMannequin1",0,0,0)
	MAN1 B 1 a_remove(AAPTR_DEFAULT)
    stop
   DeathInfested:
    MAN1 F 4 A_Scream
	NULL A 0 A_NoBlocking
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	MAN1 A 0 A_dropitem ("ScaredPossessorWorm",1,255)
	MAN1 YZ 4
	MAN1 X 0 A_SpawnItemEx("DeadMannequin1",0,0,0)
	MAN1 B 0 a_remove(AAPTR_DEFAULT)
    stop
  }
}
Actor DeadMannequin2
{
 Radius 6
  Height 6
  +NOBLOCKMAP
States
  {
  Spawn:
    MAN2 X -1
    STOP
  }
}
Actor PropMannequin2 461
{
  Health 30
  Height 56
  radius 16
  mass 90
  Speed 12
  PainChance 256
  +CORPSE
  +NOBLOOD
   +FLOORCLIP
  +NOINFIGHTSPECIES
  -COUNTKILL
  damagefactor "wendigo",0.0
  painchance "wendigo",256
  MONSTER
   deathsound "break/box"
   Obituary "%o was clubbed to death by a Disguised Possessor Worm."
  States
  {
  Spawn:
    MAN2 A 0
  SpawnStatic:
    MAN2 A -1
    Loop
  Raise:
    MAN2 A 0
	MAN2 B 0 a_giveinventory("worminfest",1)
	MAN2 BCDEFGH 3
	MAN2 I 3 A_SETHEALTH(90)
	goto see
  see:
    MAN2 JJKKLLMM 2 A_chase
	goto see
  Idle: 
    MAN2 I 10 A_LOOK
	loop
  Melee:
    MAN2 NOP 3 a_facetarget
	MAN2 Q 3 A_CustomMeleeAttack(random(6, 12))
	MAN2 R 4 a_facetarget
	goto see
   Pain:
    MAN2 A 0 A_jumpifinventory("worminfest", 1,"paininfested")
	MAN2 A 2
	goto spawnstatic
  PainInfested:
    MAN2 S 3 A_pain
	MAN2 T 3 
	MAN2 S 4 
	goto see
  Death:
    MAN2 A 0 A_jumpifinventory("worminfest", 1,"deathinfested")
    MAN2 U 4 A_Scream
	NULL A 0 A_NoBlocking
    MAN2 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN2 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN2 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN2 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	MAN2 VW 4
	MAN2 X 0 A_SpawnItemEx("DeadMannequin2",0,0,0)
	MAN2 B 1 a_remove(AAPTR_DEFAULT)
    stop
   DeathInfested:
    MAN2 F 4 A_Scream
	NULL A 0 A_NoBlocking
    MAN2 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN2 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN2 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN2 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	MAN2 A 0 A_dropitem ("ScaredPossessorWorm",1,255)
	MAN2 YZ 4
	MAN2 X 0 A_SpawnItemEx("DeadMannequin2",0,0,0)
	MAN2 B 0 a_remove(AAPTR_DEFAULT)
    stop
  }
}
Actor DeadMannequin3
{
 Radius 6
  Height 6
  +NOBLOCKMAP
States
  {
  Spawn:
    MAN3 X -1
    STOP
  }
}
Actor PropMannequin3 462
{
  Health 30
  Height 56
  radius 16
  mass 90
  Speed 12
  PainChance 256
  +CORPSE
  +NOBLOOD
   +FLOORCLIP
  +NOINFIGHTSPECIES
  -COUNTKILL
  damagefactor "wendigo",0.0
  painchance "wendigo",256
  MONSTER
   deathsound "break/box"
   Obituary "%o was clubbed to death by a Disguised Possessor Worm."
  States
  {
  Spawn:
    MAN3 A 0
  SpawnStatic:
    MAN3 A -1
    Loop
  Raise:
    MAN3 A 0
	MAN3 B 0 a_giveinventory("worminfest",1)
	MAN3 BCDEFGH 3
	MAN3 I 3 A_SETHEALTH(90)
	goto see
  see:
    MAN3 JJKKLLMM 2 A_chase
	goto see
  Idle: 
    MAN3 I 10 A_LOOK
	loop
  Melee:
    MAN3 NOP 3 a_facetarget
	MAN3 Q 3 A_CustomMeleeAttack(random(6, 12))
	MAN3 R 4 a_facetarget
	goto see
Pain:
    MAN3 A 0 A_jumpifinventory("worminfest", 1,"paininfested")
	MAN3 A 2
	goto spawnstatic
  PainInfested:
    MAN3 S 3 A_pain
	MAN3 T 3 
	MAN3 S 4 
	goto see
  Death:
    MAN3 A 0 A_jumpifinventory("worminfest", 1,"deathinfested")
    MAN3 U 4 A_Scream
	NULL A 0 A_NoBlocking
    MAN3 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN3 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN3 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN3 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	MAN3 VW 4
	MAN3 X 0 A_SpawnItemEx("DeadMannequin3",0,0,0)
	MAN3 B 1 a_remove(AAPTR_DEFAULT)
    stop
   DeathInfested:
    MAN3 F 4 A_Scream
	NULL A 0 A_NoBlocking
    MAN3 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN3 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN3 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN3 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	MAN3 A 0 A_dropitem ("ScaredPossessorWorm",1,255)
	MAN3 YZ 4
	MAN3 X 0 A_SpawnItemEx("DeadMannequin3",0,0,0)
	MAN3 B 0 a_remove(AAPTR_DEFAULT)
    stop
  
  }
}
Actor DeadMannequin4
{
 Radius 6
  Height 6
  +NOBLOCKMAP
States
  {
  Spawn:
    MAN3 X -1
    STOP
  }
}
Actor PropMannequin4 463
{
  Health 30
  Height 56
  radius 16
  mass 90
  Speed 12
  PainChance 256
  +CORPSE
  +NOBLOOD
   +FLOORCLIP
  +NOINFIGHTSPECIES
  -COUNTKILL
  damagefactor "wendigo",0.0
  painchance "wendigo",256
  MONSTER
   deathsound "break/box"
   Obituary "%o was clubbed to death by a Disguised Possessor Worm."
  States
  {
  Spawn:
    MAN4 A 0
  SpawnStatic:
    MAN4 A -1
    Loop
  Raise:
    MAN1 A 0
	MAN1 B 0 a_giveinventory("worminfest",1) 
	MAN1 BCDEFGH 3
	MAN1 I 3 A_SETHEALTH(90)
	goto see
  see:
    MAN1 JJKKLLMM 2 A_chase
	goto see
  Idle: 
    MAN1 I 10 A_LOOK
	loop
  Melee:
    MAN1 NOP 3 a_facetarget
	MAN1 Q 3 A_CustomMeleeAttack(random(6, 12))
	MAN1 R 4 a_facetarget
	goto see
  Pain:
    MAN1 A 0 A_jumpifinventory("worminfest", 1,"paininfested")
	MAN1 A 2
	goto spawnstatic
  PainInfested:
    MAN1 S 3 A_pain
	MAN1 T 3 
	MAN1 S 4 
	goto see
  Death:
    MAN1 A 0 A_jumpifinventory("worminfest", 1,"deathinfested")
    MAN1 U 4 A_Scream
	NULL A 0 A_NoBlocking
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	MAN1 VW 4
	MAN1 X 0 A_SpawnItemEx("DeadMannequin4",0,0,0)
	MAN1 B 1 a_remove(AAPTR_DEFAULT)
    stop
   DeathInfested:
    MAN1 F 4 A_Scream
	NULL A 0 A_NoBlocking
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	MAN1 A 0 A_dropitem ("ScaredPossessorWorm",1,255)
	MAN1 YZ 4
	MAN1 X 0 A_SpawnItemEx("DeadMannequin4",0,0,0)
	MAN1 B 0 a_remove(AAPTR_DEFAULT)
    stop
  }
}
Actor PropBowlingPin
{ 
    Health 2
	Radius 6
	Height 16
	scale 0.8
	+solid
	+SHOOTABLE
	+NOBLOOD
	+ACTIVATEMCROSS
	+DONTGIB 
	deathsound "world/bowlingpin"
	states
	{
	spawn:
		TNT1 A 0
		BOPN A -1
		stop
	Death:
	    BOPN B 2 a_scream
		BOPN B 0 A_facetarget
	    BOPN C 2 a_noblocking
		BOPN D 2 a_recoil(3)
		BOPN E 2 a_explode(5,5)
		BOPN FG 3 
		BOPN H -1
		stop
	}
}

ACTOR AnimatronicBJArm
{
Radius 10
Height 10
Scale 0.5
+NOGRAVITY
+WALLSPRITE
+INVULNERABLE
+DONTRIP
+DONTTHRUST
+NOTONAUTOMAP
+NOBLOOD
+ROLLSPRITE
States
  {
  Spawn:
      CKA1 A -1
      Stop
  Animate:
      CKA1 A 6 a_setroll(-5)
	  CKA1 A 6 a_setroll(-10)
	  CKA1 A 6 a_setroll(-15)
	  CKA1 A 6 a_setroll(-20)
	  CKA1 A 35 a_setroll(-25)
	  CKA1 A 4 a_setroll(-20)
	  CKA1 A 4 a_setroll(-15)
	  CKA1 A 4 a_setroll(-10)
	  CKA1 A 4 a_setroll(-5)
	  CKA1 A 4 a_setroll(-0)
	  CKA1 A 4 a_setroll(5)
	  CKA1 A 4 a_setroll(10)
	  CKA1 A 24 a_setroll(15)
	  CKA1 A 6 a_setroll(10)
	  CKA1 A 6 a_setroll(5)
	  CKA1 A 6 a_setroll(0)
	  loop
  }
}
ACTOR AnimatronicAndyHikler
{
Radius 10
Height 10
Scale 0.5
+NOGRAVITY
+WALLSPRITE
+INVULNERABLE
+DONTRIP
+DONTTHRUST
+NOTONAUTOMAP
+NOBLOOD
+ROLLSPRITE
States
  {
  Spawn:
      CKA2 A -1
      Stop
  Animate:
      CKA2 A 79
	  CKA2 A 4 a_setroll(5)
	  CKA2 A 4 a_setroll(10)
	  CKA2 A 24 a_setroll(15)
	  CKA2 A 6 a_setroll(10)
	  CKA2 A 6 a_setroll(5)
	  CKA2 A 6 a_setroll(0)
	  loop
  }
}
ACTOR AnimatronicInventorArm
{
Radius 10
Height 10
Scale 0.5
+NOGRAVITY
+WALLSPRITE
+INVULNERABLE
+DONTRIP
+DONTTHRUST
+NOTONAUTOMAP
+NOBLOOD
+ROLLSPRITE
States
  {
  Spawn:
      CKA3 A -1
      Stop
  Animate:
      CKA3 A 6 a_setroll(-2)
	  CKA3 A 6 a_setroll(-4)
	  CKA3 A 6 a_setroll(-6)
	  CKA3 A 6 a_setroll(-8)
	  CKA3 A 35 a_setroll(-10)
	  CKA3 A 4 a_setroll(-9)
	  CKA3 A 4 a_setroll(-8)
	  CKA3 A 4 a_setroll(-6)
	  CKA3 A 4 a_setroll(-4)
	  CKA3 A 4 a_setroll(-2)
	  CKA3 A 4 a_setroll(0)
	  CKA3 A 4 a_setroll(2)
	  CKA3 A 24 a_setroll(4)
	  CKA3 A 6 a_setroll(2)
	  CKA3 A 6 a_setroll(0)
	  CKA3 A 6 a_setroll(-2)
	  loop
  }
}
ACTOR AnimatronicBimp
{
Radius 10
Height 10
Scale 0.5
+NOGRAVITY
+WALLSPRITE
+INVULNERABLE
+DONTRIP
+DONTTHRUST
+NOTONAUTOMAP
+NOBLOOD
+ROLLSPRITE
States
  {
  Spawn:
      CKA5 A -1
      Stop
  Animate:
      CKA5 B 5 A_PlaySound("blaster/molotov", CHAN_ITEM, 1.0)
	  CKA5 C 5 bright
	  CKA5 D 5 bright
  BURNIT:
      CKA5 EFGH 5 bright
	  loop
  }
}
ACTOR AnimatronicCrapAstronaut
{
Radius 10
Height 10
Scale 0.5
+NOGRAVITY
+WALLSPRITE
+INVULNERABLE
+DONTRIP
+DONTTHRUST
+NOTONAUTOMAP
+NOBLOOD
+ROLLSPRITE
States
  {
  Spawn:
      CKA4 A -1
      Stop
  Animate:
      CKA4 A 10 A_ChangeVelocity(0, 0, -1)
	  CKA4 A 35 A_ChangeVelocity(0, 0, 0)
	  CKA4 A 10 A_ChangeVelocity(0, 0, 1)
	  CKA4 A 35 A_ChangeVelocity(0, 0, 0)
	  loop
  }
}
Actor BreakbleColaCan
{
  Health 5
  Height 6
  radius 8
  scale 0.8
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +TELESTOMP
  +CANPASS
   deathsound "break/bin"
  States
  {
  Spawn:
    PSOD A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("Deadcan", 0, 0, random (3, 25), random (-5, 25), random (-5, 25), random (1, 2), 0, 0, 30)
    Stop
  }
}
ACTOR Deadcan
{
    -NOBLOCKMAP
	-NOGRAVITY
	+Randomize
	gravity 0.8
	mass 10
	Radius 3
	Height 3
	Speed 10
	bouncetype "doom"
	BounceFactor 0.4
	Scale .5
  States
  {
  Spawn:
    PSOD BCD 4
    PSOD E 4 A_Jump (128, "DeathA")
    PSOD FGH 4
    PSOD I 4 A_Jump (128, "DeathB")
    Loop
  DeathA:
    PSOD D 500
	PSOD D 1 A_CheckSight(1)
	Wait
	TNT1 A 1
	Stop
  DeathB:
    PSOD H 500
	PSOD H 1 A_CheckSight(1)
	Wait
	TNT1 A 1
	Stop
  }
}
Actor Jacobs
{
  Health 90
  Height 72
  radius 16
  scale 0.8
  +SOLID
  +SHOOTABLE
  +DONTTHRUST
  +TELESTOMP
  +CANPASS
  +CEILINGHUGGER
  +SPAWNCEILING
  +NOGRAVITY
   deathsound "Special/Gibdeath"
  States
  {
  Spawn:
    JCBS A -1
    Loop
    Death:
    JCBS B 0 A_Scream
	JCBS B 0 A_NoBlocking
    JCBS BB 0 A_SpawnDebris("FlyingBlood",1)
	JCBS B 0 A_SpawnDebris("FlyingGibArm",1)
	JCBS B 0 A_SpawnDebris("FlyingGibEntrails",1)
	JCBS B 0 A_SpawnDebris("FlyingGibRib",1)
	JCBS B -1
    Stop
  }
}
Actor PropProtector1
{
  Health 70
  Height 56
  radius 16
  scale 0.6
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +DROPOFF
  +DONTTHRUST
  +TELESTOMP
  +CANPASS
  deathsound "break/bin"
  States
  {
  Spawn:
    CHPM A -1
    Loop
  Death:
    NULL A 0 A_Scream
	NULL A 0 A_NoBlocking
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    NULL A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    Stop
  }
}

Actor PropChokaBombs
{
health 100
 Height 8
  radius 8
+shootable
-NOBLOCKMAP
deathsound "blaster/molotov"
states
{
spawn:
  CBOM A 10
  CBOM B 1 bright
  loop
Death:
  MISL A 0 A_SpawnItemEx("HEExplode")
  MISL ABC 3 A_explode(200,256)
  MISL DEFGHIJKLM 4 bright A_SpawnItemEx ("HammerBlasterTrail", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
  stop
}
}
Actor PropBurritoDemon1
{
  Health 300
  Height 56
  radius 16
  Mass 3000
  +NOBLOOD
   +FLOORCLIP
   +DONTTHRUST
   +SHOOTABLE
   +SOLID
   deathsound "break/box"
   scale 0.8
  States
  {
  Spawn:
    DPZ1 ABAC 5 
	loop
  Death:
    DPZ1 D 1 A_Scream
	NULL A 0 A_NoBlocking
    DPZ1 AAA 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    DPZ1 AAA 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    DPZ1 AAA 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    DPZ1 D -1
    stop
  }
}
Actor PropBurritoDemon2
{
  Health 300
  Height 56
  radius 16
  Mass 3000
    +NOBLOOD
   +FLOORCLIP
   +DONTTHRUST
   +SHOOTABLE
   +SOLID
   deathsound "break/box"
   scale 0.8
  States
  {
  Spawn:
    DPZ2 ABCD 5 
	loop
  Death:
    DPZ2 E 1 A_Scream
	NULL A 0 A_NoBlocking
    DPZ2 AAA 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    DPZ2 AAA 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    DPZ2 AAA 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    DPZ2 E -1
    stop
  }
}
Actor PropBurritoDemon3
{
  Health 300
  Height 56
  radius 16
  Mass 3000
    +NOBLOOD
   +FLOORCLIP
   +DONTTHRUST
   +SHOOTABLE
   +SOLID
   deathsound "break/box"
   scale 0.8
  States
  {
  Spawn:
    DPZ3 ABCD 5 
	loop
  Death:
    DPZ3 E 1 A_Scream
	NULL A 0 A_NoBlocking
    DPZ3 AAA 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    DPZ3 AAA 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    DPZ3 AAA 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    DPZ3 E -1
    stop
  }
}
Actor PropMannequin5
{
  Health 30
  Height 56
  radius 16
  mass 90
  Speed 12
  PainChance 256
  +NOBLOOD
   +FLOORCLIP
  damagefactor "wendigo",0.0
  painchance "wendigo",256
   deathsound "break/box"
   Obituary "What a shame. What a rotten way to die."
  States
  {
  Spawn:
    MAN5 A 0
  Death:
    MAN5 B 4 A_Scream
	NULL A 0 A_NoBlocking
    MAN5 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN5 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN5 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN5 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	MAN5 CD 4
	MAN5 E -1 
    stop
  }
}
ACTOR AnimatronicColaCar
{
Radius 10
Height 10
Scale 0.5
+NOGRAVITY
+WALLSPRITE
+INVULNERABLE
+DONTRIP
+DONTTHRUST
+NOTONAUTOMAP
+NOBLOOD
+ROLLSPRITE
States
  {
  Spawn:
      CKA7 A -1
      Stop
  }
}
ACTOR AnimatronicHippyGirl
{
Radius 10
Height 10
Scale 0.5
+NOGRAVITY
+WALLSPRITE
+INVULNERABLE
+DONTRIP
+DONTTHRUST
+NOTONAUTOMAP
+NOBLOOD
+ROLLSPRITE
States
  {
  Spawn:
      CKA6 A -1
      Stop
  Animate:
      CKA6 A 6 a_setroll(-2)
	  CKA6 A 6 a_setroll(-4)
	  CKA6 A 6 a_setroll(-6)
	  CKA6 A 6 a_setroll(-8)
	  CKA6 A 35 a_setroll(-10)
	  CKA6 A 4 a_setroll(-9)
	  CKA6 A 4 a_setroll(-8)
	  CKA6 A 4 a_setroll(-6)
	  CKA6 A 4 a_setroll(-4)
	  CKA6 A 4 a_setroll(-2)
	  CKA6 A 4 a_setroll(0)
	  CKA6 A 4 a_setroll(2)
	  CKA6 A 24 a_setroll(4)
	  CKA6 A 6 a_setroll(2)
	  CKA6 A 6 a_setroll(0)
	  CKA6 A 6 a_setroll(-2)
	  loop
  gouranga:
      CKA6 A 5 a_setroll(12)
	  CKA6 A 5 a_setroll(18)
	  CKA6 A 5 a_setroll(28)
	  CKA6 A 0 A_playsound("break/bin", CHAN_ITEM,1.0,false)
	   CKA6 A 5 a_setroll(38)
	  CKA6 A 5 a_setroll(48)
	  CKA6 A 5 a_setroll(56)
	   CKA6 A 5 a_setroll(64)
	  CKA6 A 5 a_setroll(72)
	  CKA6 A 5 a_setroll(80)
	  CKA6 A 5 a_setroll(85)
	  CKA6 A -1
	  stop
  }
}
ACTOR AnimatronicBaby
{
Radius 10
Height 10
Scale 0.8
+NOGRAVITY
+WALLSPRITE
+INVULNERABLE
+DONTRIP
+DONTTHRUST
+NOTONAUTOMAP
+NOBLOOD
+ROLLSPRITE
States
  {
  Spawn:
      CKA8 A -1
      Stop
  }
}
Actor LookingMannequin1 
{
  Health 30
  Height 56
  radius 16
  mass 90
  PainChance 256
  +NOBLOOD
   +FLOORCLIP
   deathsound "break/box"
  States
  {
  Spawn:
    MAN6 A 10
	loop
  look:
    MAN6 A 5 
	MAN6 E 5
  Stare:
    MAN6 I 5
	loop
  Death:
    MAN1 U 4 A_Scream
	NULL A 0 A_NoBlocking
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN1 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	MAN1 VW 4
	MAN1 X 0 A_SpawnItemEx("DeadMannequin1",0,0,0)
	MAN1 B 1 a_remove(AAPTR_DEFAULT)
    stop
  }
}
Actor LookingMannequin2
{
  Health 30
  Height 56
  radius 16
  mass 90
  PainChance 256
  +NOBLOOD
   +FLOORCLIP
   deathsound "break/box"
  States
  {
  Spawn:
    MAN6 B 10
	loop
  look:
    MAN6 B 5 
	MAN6 F 5
  Stare:
    MAN6 J 5
	loop
  Death:
    MAN2 U 4 A_Scream
	NULL A 0 A_NoBlocking
    MAN2 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN2 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN2 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN2 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	MAN2 VW 4
	MAN2 X 0 A_SpawnItemEx("DeadMannequin2",0,0,0)
	MAN2 B 1 a_remove(AAPTR_DEFAULT)
    stop
  }
}
Actor LookingMannequin3
{
  Health 30
  Height 56
  radius 16
  mass 90
  PainChance 256
  +NOBLOOD
   +FLOORCLIP
   deathsound "break/box"
  States
  {
  Spawn:
    MAN6 C 10
	loop
  look:
    MAN6 C 5 
	MAN6 G 5
  Stare:
    MAN6 K 5
	loop
  Death:
    MAN3 U 4 A_Scream
	NULL A 0 A_NoBlocking
    MAN3 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN3 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN3 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN3 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	MAN3 VW 4
	MAN3 X 0 A_SpawnItemEx("DeadMannequin3",0,0,0)
	MAN3 B 1 a_remove(AAPTR_DEFAULT)
    stop
  }
}
Actor LookingMannequin4
{
  Health 30
  Height 56
  radius 16
  mass 90
  PainChance 256
  +NOBLOOD
   +FLOORCLIP
   deathsound "break/box"
  States
  {
  Spawn:
    MAN6 D 10
	loop
  look:
    MAN6 D 5 
	MAN6 H 5
  Stare:
    MAN6 L 5
	loop
  Death:
    MAN4 U 4 A_Scream
	NULL A 0 A_NoBlocking
    MAN4 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN4 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN4 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
    MAN4 A 0 A_SpawnItemEx ("DebrisPiece2", 0, 0, random (3, 5), random (-5, 5), random (-5, 5), random (1, 2), 0, 0, 30)
	MAN4 VW 4
	MAN4 X 0 A_SpawnItemEx("DeadMannequin4",0,0,0)
	MAN4 B 1 a_remove(AAPTR_DEFAULT)
    stop
  }
}