//These states gathered from the Doomer actor in PB

ACTOR Traditional_UDV : Traditional Replaces Traditional
{
States
{
    HeavyWounds:
	  	NULL A 0 A_JumpIfHealthLower(2, 2)
		NULL A 1 A_Jump(256, 5)
		NULL AA 0
		NULL A 0 //A_Giveinventory("HealthBonus",1)
		NULL AAA 0
		
		MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove")
		TNT1 A 0 A_JumpIfInventory("RevenantCurse", 1, "Revenant_See")
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        //NULL A 0 A_Giveinventory("Bad",1)
        NULL A 0 A_SpawnItemEx("DripingBloodLeavesSmallPool", 0, 0, 20, 0, 0)
		Goto See
		
	 HeavyWoundsSpawn:
	  	NULL A 0 A_JumpIfHealthLower(2, 2)
		NULL A 1 A_Jump(256, 5)
		NULL AA 0
		NULL A 0 //A_Giveinventory("HealthBonus",1)
		NULL AAA 0
        //NULL A 0 A_Giveinventory("Bad",1)
		//NULL A 0 ACS_Execute(532, 0, 0, 0, 0)//blood on screen
        NULL A 0 A_SpawnItemEx("DripingBloodLeavesSmallPool", 0, 0, 20, 0, 0)
		Goto StandStill
    Death.HKFT:
	Death.BHFT:
	Death.RVFT:
	Death.CYFT:
		TNT1 A 0 A_GiveInventory("sae_deathcam", 1)
        Goto Super::Death.CYFT

//Imp:
    Death.ImpFatalityMarine:
		TNT1 A 0 A_GiveInventory("sae_deathcam", 1)
        Goto Super::Death.ImpFatalityMarine
}
}

ACTOR Purist_UDV : Purist Replaces Purist
{
States
{
    HeavyWounds:
	  	NULL A 0 A_JumpIfHealthLower(2, 2)
		NULL A 1 A_Jump(256, 5)
		NULL AA 0
		NULL A 0 //A_Giveinventory("HealthBonus",1)
		NULL AAA 0
		
		MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove")
		TNT1 A 0 A_JumpIfInventory("RevenantCurse", 1, "Revenant_See")
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        //NULL A 0 A_Giveinventory("Bad",1)
        NULL A 0 A_SpawnItemEx("DripingBloodLeavesSmallPool", 0, 0, 20, 0, 0)
		Goto See
		
	 HeavyWoundsSpawn:
	  	NULL A 0 A_JumpIfHealthLower(2, 2)
		NULL A 1 A_Jump(256, 5)
		NULL AA 0
		NULL A 0 //A_Giveinventory("HealthBonus",1)
		NULL AAA 0
        //NULL A 0 A_Giveinventory("Bad",1)
		//NULL A 0 ACS_Execute(532, 0, 0, 0, 0)//blood on screen
        NULL A 0 A_SpawnItemEx("DripingBloodLeavesSmallPool", 0, 0, 20, 0, 0)
		Goto StandStill
    Death.HKFT:
	Death.BHFT:
	Death.RVFT:
	Death.CYFT:
		TNT1 A 0 A_GiveInventory("sae_deathcam", 1)
        Goto Super::Death.CYFT

//Imp:
    Death.ImpFatalityMarine:
		TNT1 A 0 A_GiveInventory("sae_deathcam", 1)
        Goto Super::Death.ImpFatalityMarine
}
}

ACTOR BrutalDoomer_UDV : BrutalDoomer Replaces BrutalDoomer
{
States
{
    HeavyWounds:
	  	NULL A 0 A_JumpIfHealthLower(2, 2)
		NULL A 1 A_Jump(256, 5)
		NULL AA 0
		NULL A 0 //A_Giveinventory("HealthBonus",1)
		NULL AAA 0
		
		MARN A 0 A_JumpIfInventory("FistsSelected", 1, "FistsMove")
		TNT1 A 0 A_JumpIfInventory("RevenantCurse", 1, "Revenant_See")
		MARN A 0 A_JumpIfInventory("GoSpecial", 1, "SpecialCheckerMoving")
		MARN A 0 A_SpawnItemEx("FootStep6", 0, 0, 40, 0, 0)
		MARN A 0 A_JumpIfInventory("GoFatality", 1, "FatalityChecker")
        //NULL A 0 A_Giveinventory("Bad",1)
        NULL A 0 A_SpawnItemEx("DripingBloodLeavesSmallPool", 0, 0, 20, 0, 0)
		Goto See
		
	 HeavyWoundsSpawn:
	  	NULL A 0 A_JumpIfHealthLower(2, 2)
		NULL A 1 A_Jump(256, 5)
		NULL AA 0
		NULL A 0 //A_Giveinventory("HealthBonus",1)
		NULL AAA 0
        //NULL A 0 A_Giveinventory("Bad",1)
		//NULL A 0 ACS_Execute(532, 0, 0, 0, 0)//blood on screen
        NULL A 0 A_SpawnItemEx("DripingBloodLeavesSmallPool", 0, 0, 20, 0, 0)
		Goto StandStill
    Death.HKFT:
	Death.BHFT:
	Death.RVFT:
	Death.CYFT:
		TNT1 A 0 A_GiveInventory("sae_deathcam", 1)
        Goto Super::Death.CYFT

//Imp:
    Death.ImpFatalityMarine:
		TNT1 A 0 A_GiveInventory("sae_deathcam", 1)
        Goto Super::Death.ImpFatalityMarine
}
}