<P>	Velocity = vect(0,0,0);
<P>	Acceleration = vect(0,0,0);
<P>	DesiredFOV = Default.DesiredFOV;
<P>	insanedeathtimer=0;
<P>
<P>	if(!bInsaneDeath)
<P>		Goto('Finish');
<P>	insanedeathtimer=Level.TimeSeconds;
<P>	insaneDest=Location;
<P>
<P>InsaneDeathPanic:
<P>	//run around aimlessly for 5 seconds
<P>	if(Level.TimeSeconds - insanedeathtimer %GT% 5.0)
<P>		Goto('InsaneDeathShock');
<P>
<P>	LoopAnim('Panic', 1.0);
<P>	PickDestination();
<P>	MoveTo(insaneDest, MaxDesiredSpeed*0.75);
<P>	Goto('InsaneDeathPanic');
<P>
<P>InsaneDeathShock:
<P>	//convulse and drop dead, the rest is the same as the regular death sequence
<P>	insanedeathtimer=0;
<P>	LoopAnim('Shocked',,0.1);
<P>	Sleep(2.5);
<P>	FinishAnim();
<P>	PlayAnim('DeathFront',,0.1);
