ACTOR CorruptedGeneral
{ 
Health 350
Radius 20
Height 56
Speed 8
Mass 100
PainChance 95
PainChance "GeneralTracer", 0
DropItem "D-BFG" 30 1
DropItem "PortableMedkit" 190
DropItem "ArmorPlate" 190
DropItem "BackPack" 55
DropItem "DCell" 50
DropItem "DCell" 20
DropItem "DCell" 20
DropItem "HandGrenadeAmmo" 200 1
DropItem "MineAmmo" 123 1
DamageFactor "GeneralTracer", 0.0
Species "ZombieDeud"
Bloodcolor "Blue"
MONSTER 
+FLOORCLIP
+MISSILEMORE
+MISSILEEVENMORE
+QUICKTORETALIATE
SeeSound "superzombie/sight"
PainSound "superzombie/pain"
DeathSound "superzombie/death"
ActiveSound "superzombie/active"
Obituary "%o was disintegrated by a Corrupted General."
Tag "\c[l5]Corrupted General\c-"
States
	{
	Spawn:
		TNT1 A 0 A_PlayWeaponSound("Weapons/dbfgready")
		DBGE A 12 A_Look
		TNT1 A 0 A_PlayWeaponSound("Weapons/dbfgready")
		DBGE Z 12 A_Look
		Loop
	See:
		TNT1 A 0 A_PlayWeaponSound("Weapons/dbfgready")
		DBGE AABB 3 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_PlayWeaponSound("Weapons/dbfgready")
		DBGE CCDD 3 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		Loop
	Missile:
		TNT1 A 0 A_PlayWeaponSound("Weapons/dbfgcharge2")
		DBGE EE 25 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
		DBGE F 3 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
		DBGE E 6 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
		DBGE F 3 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
		DBGE E 6 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
		DBGE F 3 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
		DBGE E 6 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
		DBGE F 3 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
		DBGE E 6 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
		DBGE F 3 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
		DBGE E 6 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
		DBGE F 3 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
		DBGE E 6 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
		DBGE F 3 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
		DBGE E 6 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/dbfgfire2")
		DBGE F 3 Bright A_CustomMissile("CorruptedGeneral10KProjectile", 30, 0, Random(-4, 4))
		DBGE E 35 A_PlaySound("Weapons/dbfgcooldown2")     
		Goto See
	Pain:
		DBGE G 6 A_Pain
		Goto See
	Death:
		TNT1 A 0 A_StopSound(6)
		DBGE H 5 A_Scream
		DBGE I 5 A_Fall
		DBGE J 5 A_SpawnItem("BodyCrash",0,0,0,0)
		DBGE K 5
		DBGE L 63000 CanRaise
		Stop
	XDeath:
		TNT1 A 0 A_StopSound(6)
		DBGE O 3
		DBGE O 3 A_XScream
		TNT1 A 0 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
		DBGE O 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		DBGE P 3 A_Fall
		DBGE QRSTUV 3
		DBGE W 63000 CanRaise
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		DBGE LKJIH 5
		Goto See
    }
}

Actor CorruptedGeneral10KProjectile : FastProjectile
{
Projectile
Height 1 // 8
Radius 1 // 11
Speed 200
Renderstyle Add
Alpha 0.75
Damage 75 // 100
+ActivatePCross
+FORCEXYBILLBOARD
+ForceRadiusDmg
Species "ZombieDeud"
DamageType "GeneralTracer"
DeathSound "Weapons/dbfgexplode2"
States
	{
	Spawn:
		TRC5 A 1 Bright
		Loop
	Death:
	XDeath:
		TNT1 A 0 Bright
		TNT1 A 0 A_SpawnItemEx("T3DBFG10kDeathParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 A_SpawnItemEx("T3DBFGShotShockwave",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
		TNT1 A 0 Bright A_Detonate
		BG3X A 3 Bright A_SpawnItemEx("T3DBFGShotShockwaveDmg",16,16,0,0,0,0,0,SXF_SETMASTER,0)
		BG3X B 3 Bright A_SpawnItemEx("T3DBFGShotShockwaveDmg",-16,16,0,0,0,0,0,SXF_SETMASTER,0)
		BG3X C 3 Bright A_SpawnItemEx("T3DBFGShotShockwaveDmg",16,-16,0,0,0,0,0,SXF_SETMASTER,0)
		BG3X D 3 Bright A_SpawnItemEx("T3DBFGShotShockwaveDmg",-16,-16,0,0,0,0,0,SXF_SETMASTER,0)
		BG3X E 3 Bright A_SpawnItemEx("T3DBFGShotShockwaveDmg",0,0,16,0,0,0,0,SXF_SETMASTER,0)
		BG3X F 3 Bright A_SpawnItemEx("T3DBFGShotShockwaveDmg",0,0,-16,0,0,0,0,SXF_SETMASTER,0)
		Stop
	}
}