// FORMER HUMANS //

ACTOR HeadShotTargetBase
{
	MONSTER
	-COUNTKILL
	+NOGRAVITY
	+THRUACTORS
	XScale 3
	YScale 3.5
	PainChance 256
}


ACTOR ZombieHeadTarget : HeadShotTargetBase
{
	Height 14
	Radius 6
	Health 7
	States
	{
	Spawn:
		TNT1 A 5
		Stop
	Pain:
		TNT1 A 4
		Stop
	Death:
		TNT1 AAA 0 A_GiveToTarget("DrainedHealth",1)
		TNT1 A 3 A_DamageMaster(30,"BoomHeadshot")
		Stop
	XDeath:
		TNT1 AAA 0 A_GiveToTarget("DrainedHealth",1)
		TNT1 A 3 A_DamageMaster(30,"BoomHeadshot")
		Stop
	}
}

ACTOR ZombieHeadTarget10 : ZombieHeadTarget
{
	States
	{
	Spawn:
		TNT1 A 11
		Stop
	}
}

ACTOR ZombieHeadTarget3 : ZombieHeadTarget
{
	States
	{
	Spawn:
		TNT1 A 4
		Stop
	}
}

ACTOR CommandoHeadTarget : ZombieHeadTarget
{
	States
	{
	Death:
		TNT1 AAAA 0 A_GiveToTarget("DrainedHealth",1)
		TNT1 A 3 A_DamageMaster(70,"BoomHeadshot")
		Stop
	XDeath:
		TNT1 AAAA 0 A_GiveToTarget("DrainedHealth",1)
		TNT1 A 3 A_DamageMaster(70,"BoomHeadshot")
		Stop
	}
}

ACTOR CommandoHeadTarget10 : CommandoHeadTarget
{
	States
	{
	Spawn:
		TNT1 A 11
		Stop
	}
}

ACTOR CommandoHeadTarget3 : CommandoHeadTarget
{
	States
	{
	Spawn:
		TNT1 A 4
		Stop
	}
}

// IMPS //

ACTOR ImpHeadTarget : HeadShotTargetBase
{
	Height 14
	Radius 6
	Health 7
	States
	{
	Spawn:
		TNT1 A 5
		Stop
	Pain:
		TNT1 A 4
		Stop
	Death:
		TNT1 AA 0 A_GiveToTarget("DrainedHealth",1)
		TNT1 A 3 A_DamageMaster(60,"BoomHeadshot")
		Stop
	XDeath:
		TNT1 AA 0 A_GiveToTarget("DrainedHealth",1)
		TNT1 A 3 A_DamageMaster(60,"BoomHeadshot")
		Stop
	}
}

ACTOR ImpHeadTarget10 : ImpHeadTarget
{
	States
	{
	Spawn:
		TNT1 A 10
		Stop
	}
}

ACTOR ImpHeadTarget3 : ImpHeadTarget
{
	States
	{
	Spawn:
		TNT1 A 4
		Stop
	}
}

ACTOR StoneImpHeadTarget : HeadShotTargetBase
{
	+NOBLOOD
	Height 14
	Radius 6
	Health 700
	States
	{
	Spawn:
		TNT1 A 5
		Stop
	Pain:
		TNT1 A 4 A_DamageMaster(160,"BoomHeadshot")
		Stop
	Death:
		TNT1 A 3 A_DamageMaster(60,"BoomHeadshot")
		Stop
	XDeath:
		TNT1 A 3 A_DamageMaster(60,"BoomHeadshot")
		Stop
	}
}

ACTOR StoneImpHeadTarget10 : StoneImpHeadTarget
{
	States
	{
	Spawn:
		TNT1 A 10
		Stop
	}
}

ACTOR StoneImpHeadTarget3 : StoneImpHeadTarget
{
	States
	{
	Spawn:
		TNT1 A 4
		Stop
	}
}


ACTOR BaronHeadTarget : HeadShotTargetBase 
{
	BloodType "SRGreyBlood"
	BloodColor "45 45 45"
	Radius 22
	Height 16
	Health 1000
	States
	{
	Spawn:
		TNT1 A 5
		Stop
	Pain:
		TNT1 A 4 A_DamageMaster(120,"BoomHeadshot")
		Stop
	Death:
		TNT1 AAAAAAAA 0 A_GiveToTarget("DrainedHealth",1)
		TNT1 A 3 A_DamageMaster(60,"BoomHeadshot")
		Stop
	XDeath:
		TNT1 AAAAAAAA 0 A_GiveToTarget("DrainedHealth",1)
		TNT1 A 3 A_DamageMaster(60,"BoomHeadshot")
		Stop
	}
}

ACTOR BaronHeadTarget10 : BaronHeadTarget
{
	States
	{
	Spawn:
		TNT1 A 11
		Stop
	}
}

ACTOR ArchvileHeadTarget : HeadshotTargetBase
{
	Radius 22
	Height 16
	Health 1000
	States
	{
	Spawn:
		TNT1 A 5
		Stop
	Pain:
		TNT1 A 4 A_DamageMaster(120,"BoomHeadshot")
		Stop
	Death:
		TNT1 AAAAAAAA 0 A_GiveToTarget("DrainedHealth",1)
		TNT1 A 3 A_DamageMaster(60,"BoomHeadshot")
		Stop
	XDeath:
		TNT1 AAAAAAAA 0 A_GiveToTarget("DrainedHealth",1)
		TNT1 A 3 A_DamageMaster(60,"BoomHeadshot")
		Stop
	}
}

ACTOR ArchvileHeadTarget10 : ArchvileHeadTarget
{
	States
	{
	Spawn:
		TNT1 A 11
		Stop
	}
}

ACTOR MancHeadTarget : HeadshotTargetBase 
{
	Radius 22
	Height 16
	Health 1000
	States
	{
	Spawn:
		TNT1 A 5
		Stop
	Pain:
		TNT1 A 4 A_DamageMaster(120,"BoomHeadshot")
		Stop
	Death:
		TNT1 A 3 A_DamageMaster(60,"BoomHeadshot")
		Stop
	XDeath:
		TNT1 A 3 A_DamageMaster(60,"BoomHeadshot")
		Stop
	}
}

ACTOR MancHeadTarget10 : ArchvileHeadTarget10
{
	States
	{
	Spawn:
		TNT1 A 11
		Stop
	}
}

ACTOR RevHeadTarget : HeadShotTargetBase
{
	+NOBLOOD
	Radius 22
	Height 16
	Health 1000
	States
	{
	Spawn:
		TNT1 A 5
		Stop
	Pain:
		TNT1 A 4 A_DamageMaster(120,"BoomHeadshot")
		Stop
	Death:
		TNT1 A 3 A_DamageMaster(60,"BoomHeadshot")
		Stop
	XDeath:
		TNT1 A 3 A_DamageMaster(60,"BoomHeadshot")
		Stop
	}
}

ACTOR RevHeadTarget10 : RevHeadTarget
{
	States
	{
	Spawn:
		TNT1 A 11
		Stop
	}
}