ACTOR HomingBFG10kZombie : HellClone
{
//Creator: Titanium
//Origin: Nexus Infinity
//Sprite: BFKT
//Title: "Homing BFG10k Zombie"
Health 1400
BloodColor "Green"
DropItem "PortableMedkit" 120
DropItem "ArmorPlate" 120
DropItem "AmmoPack" 100
DropItem "HandGrenadeAmmo" 200 1
DropItem "MineAmmo" 100 1
DropItem "NewCell" 200 50
DropItem "NewCell" 200 50
DropItem "NewCell" 200 50
DropItem "BackPack" 122 1
DropItem "CellPack" 128 100
DropItem "CellPack", 200 100
DropItem "The Fastest BFG10K Ever" 55 1
Tag "\c[z1]Homing BFG10k Zombie\c-"
Obituary "The homing BFG10k Zombie seeked and destroyed %o"
States 
  { 
  Spawn: 
	BFKT A 10 A_Look
	TNT1 A 0 A_PlayWeaponSound("weapons/bfg15kidle")
	BFKT A 10 A_Look
	Loop 
  See: 
	TNT1 A 0 A_PlayWeaponSound("weapons/bfg15kidle")
	BFKT AABB 2 A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
	BFKT CCDD 2 A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	Loop
  Strafing:
	TNT1 A 0 A_PlayWeaponSound("weapons/bfg15kidle")
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	BFKT AABB 3 A_GiveInventory("HellCloneStrafing",1)
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	BFKT CCDD 3 A_GiveInventory("HellCloneStrafing",1)
	Goto See
  Missile: 
	TNT1 A 0 A_ChangeFlag("NOPAIN",1)
	TNT1 A 0 A_PlayWeaponSound("weapons/charge15k")
	TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
	BFKT E 25 A_FaceTarget
	TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
	TNT1 A 0 A_ChangeFlag("NOPAIN",0)
  MissileLoop:
	TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
	BFKT F 2 Bright A_CustomMissile("Homing10KZombieProjectile", 30, 0, Random(-4, 4))
	TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
	BFKT E 3 A_FaceTarget
	TNT1 A 0 A_Jump(10,"Pause")
	Loop
  Pause:
	BFKT E 20 A_PlaySound("BFG10k/Cooldown",7)
	Goto See
  Pain:
	TNT1 A 0 A_Jump(128,"PainMissile")
	TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
	BFKT G 3 A_Pain
	Goto See
  PainMissile:
	BFKT G 1
	TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
	BFKT G 3 A_Pain
	Goto Missile
  Death:
	TNT1 A 0
	BFKT H 5 A_Scream
	BFKT I 5 A_Fall
	BFKT J 5 A_SpawnItem("BodyCrash",0,0,0,0)
	BFKT K 5
	BFKT L -1
	Stop
  XDeath:
	BFKT O 3
	BFKT P 3 A_XScream
	BFKT Q 3 A_SpawnItemEx("GreenGibbedGenerator",0,0,0,0,0,0,0,128,0)
	BFKT R 3 A_Fall
	BFKT STUV 3
	BFKT W -1 
	Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	BFKT LKJIH 5
	Goto See
	} 
}

ACTOR Homing10KZombieProjectile : FastProjectile
{
Radius 12
Height 10
Scale 0.15
Damage 100
Speed 24
FastSpeed 28
ExplosionDamage 70
SeeSound "weapons/bfg15kfire"
Species "ZombieDeud"
DamageType "GeneralTracer"
+NOTIMEFREEZE
+NOEXTREMEDEATH
+SEEKERMISSILE
States
{
  Spawn:
    TRA2 A 1 Bright
    TNT1 A 0 A_Jump(128,"Homing")
  Normal:
    TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
    TRA2 A 2 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
    Loop	
  Homing:
    TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
    TRA2 A 2 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
    TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
    TRA2 A 2 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
    TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
    TRA2 A 2 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
    TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
    TRA2 A 2 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
    TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
    TRA2 A 2 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
	Goto StartSeek
  StartSeek:
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_Tracer2
    TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
    TRA2 A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_SeekerMissile(10,20,SMF_LOOK)
    TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
    TRA2 A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_SeekerMissile(10,20,SMF_LOOK)
    TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
    TRA2 A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_SeekerMissile(10,20,SMF_LOOK)
    TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
    TRA2 A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_SeekerMissile(10,20,SMF_LOOK)
	TNT1 A 0 A_Tracer2
    TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
    TRA2 A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_SeekerMissile(10,20,SMF_LOOK)
    TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
    TRA2 A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_SeekerMissile(10,20,SMF_LOOK)
    TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
    TRA2 A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
	TNT1 A 0 A_BishopMissileWeave
	TNT1 A 0 A_SeekerMissile(10,20,SMF_LOOK)
    TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
    TRA2 A 1 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))		
	TNT1 A 0 A_PlaySound("monster/homingrockbeep")
    Loop
  Death:
    TNT1 A 0
    TNT1 A 1 A_SpawnItem("ZombieH10KEx")
    Stop
    }
}
ACTOR ZombieH10KEx
{
  Radius 11
  Height 8
  Damage 140
  +NOBLOCKMAP
  +NOGRAVITY
  +NOTELEPORT 
  +FORCERADIUSDMG
  Renderstyle Add
  Species "ZombieDeud"
  DamageType "GeneralTracer"
  Alpha 0.75
  Scale 0.85
  States
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("BFGShockwave", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 AA 0 A_SpawnItemEx("GreenParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
    TNT1 AAAA 0 A_CustomMissile("Kaboom13", 0, 0, random(0,360), 2, random(0,360))
    BFE1 A 4 Bright A_Detonate
    BFE1 BCDEF 4 Bright
    Stop
  }
}