/////////////////////////////////////
// HERETIC HANGING SKULLS ENHANCED //
/////////////////////////////////////

ACTOR SkullHangLong~ : SkullHang70 replaces Skullhang70
{
  Game Heretic
  Health 10
  mass 0x7FFFFFFF
  Radius 20
  Height 70
  +SPAWNCEILING
  +NOGRAVITY
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  +NOTARGET
  +CANTSEEK
  States
  {
  Spawn:
    SKH1 A -1
    Stop
  Death: 
    TNT1 A 1 A_SpawnItem("FallingSkull")
	TNT1 A 0 A_UnsetShootable
	TNT1 A 0 A_UnsetSolid 
	TNT1 A 0 A_Noblocking 
    TNT1 A -1
	stop
  }
}

ACTOR SkullHangMedium : Skullhang60 replaces Skullhang60
{
 Game Heretic
  Health 10
  mass 0x7FFFFFFF
  Radius 20
  Height 60
  +SPAWNCEILING
  +NOGRAVITY
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  States
  {
  Spawn:
    SKH2 A -1
    Stop
  Death: 
    TNT1 A 1 A_SpawnItem("FallingSkull")
	TNT1 A 0 A_UnsetShootable
	TNT1 A 0 A_UnsetSolid 
	TNT1 A 0 A_Noblocking 
    TNT1 A -1
  }
}

ACTOR SkullHangShort : Skullhang45 replaces Skullhang45
{
 Game Heretic
  Health 10
  mass 0x7FFFFFFF
  Radius 20
  Height 45
  +SPAWNCEILING
  +NOGRAVITY
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  States
  {
  Spawn:
    SKH3 A -1
    Stop
  Death: 
    TNT1 A 1 A_SpawnItem("FallingSkull")
	TNT1 A 0 A_UnsetShootable
	TNT1 A 0 A_UnsetSolid 
	TNT1 A 0 A_Noblocking 
    TNT1 A -1
  }
}

ACTOR SkullHangShortest : Skullhang35 replaces Skullhang35
{
 Game Heretic
  Health 10
  mass 0x7FFFFFFF
  Radius 20
  Height 35
  +SPAWNCEILING
  +NOGRAVITY
  +SOLID
  +SHOOTABLE
  +NOBLOOD
  States
  {
  Spawn:
    SKH4 A -1
    Stop
  Death: 
    TNT1 A 1 A_SpawnItem("FallingSkull")
	TNT1 A 0 A_UnsetShootable
	TNT1 A 0 A_UnsetSolid 
	TNT1 A 0 A_Noblocking 
    TNT1 A -1
  }
}

ACTOR FallingSkull
{
   Radius 8
   Height 8
   Projectile
   Damage 10
   +FLOORCLIP
   -NOGRAVITY
   +SOLID
   +RIPPER
   obituary "%o some how died.."
   DeathSound "SKULL/DROP"
   States
   {
   Spawn:
	DHED ABCD 2
	loop
   Death:
	TNT1 A 0 A_UnsetSolid
	TNT1 A 0 A_Jump(256,"DEATHA","DEATHB","DEATHC","DEATHD")
	
   DeathA:  
    DHED A 0 A_SpawnItem("Blood")
    DHED A 70
   FadeoutA:
	DHED A 1 A_Fadeout
	Loop
    
   DeathB:  
	DHED B 0 A_SpawnItem("Blood")
    DHED B 70
   FadeoutB:
	DHED B 1 A_Fadeout
	Loop
	
   DeathC: 
	DHED C 0 A_SpawnItem("Blood")
    DHED C 70
   FadeoutC:
	DHED C 1 A_Fadeout
	Loop
	
   DeathD:
    DHED D 0 A_SpawnItem("Blood")
    DHED D 70
   FadeoutD:
	DHED D 1 A_Fadeout
	Loop
   }
}
