ACTOR RapidRocketZombie : ShotgunCommando
{
//Creator: Naturalx
//Origin: Naturalx CF Addon
//Sprite: SKZK
//Title: "Rapid Rocket Zombie"
Health 360
PainChance 20
PainChance "ZombieRocket", 0
DropItem "Missile" 256 5
DropItem "HealthFlask" 55
DropItem "ArmorCharge" 55
DropItem "AmmoPack" 40
DropItem "HandGrenadeAmmo" 100 1
DropItem "MineAmmo" 50 1
DropItem "PortableMedkit" 190
DropItem "ArmorPlate" 190
DropItem "BackPack" 53
DropItem "MissileBox" 128 10
DropItem "RapidRocketlauncher" 75 1
DamageFactor "ZombieRocket", 0.25
Obituary "%o was blown to bloody pieces by a Rapid Rocket Zombie."
Tag "Rapid Rocket Zombie"
states
{
  Spawn:
    SKZK A 10 A_Look
    Loop
  See:
    SKZK AABB 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    SKZK CCDD 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    Loop
  Chase:
	SKZK AA 1 A_FastChase
	SKZK A 0 A_JumpIfCloser(130,"Dodge")
	SKZK AA 1 A_Chase
	SKZK A 0 A_JumpIfCloser(130,"Dodge")
	SKZK BB 1 A_Chase
	SKZK A 0 A_JumpIfCloser(130,"Dodge")
	SKZK BB 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	SKZK A 0 A_JumpIfCloser(150,"Dodge")
	SKZK CC 1 A_Chase
	SKZK A 0 A_JumpIfCloser(150,"Dodge")
	SKZK CC 1 A_FastChase
	SKZK A 0 A_JumpIfCloser(130,"Dodge")
	SKZK DD 1 A_FastChase
	SKZK A 0 A_JumpIfCloser(130,"Dodge")
	SKZK DD 1 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	SKZK A 0 A_Jump(64,"Dodge")
	Loop
  Strafing:
	SKZK A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
	SKZK AABB 3 A_GiveInventory("CommandoStrafing",1)
	SKZK C 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
    SKZK CCDD 3 A_GiveInventory("CommandoStrafing",1)
	Goto See	
  Pause:
    //TNT1 A 0 A_PlayWeaponSound("csgun/windup")
	SKZK A 15
	Goto See	
  SeeNoDodge:
	SKZK AABB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	SKZK CCDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	SKZK AABB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	SKZK CCDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	SKZK AABB 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	SKZK CCDD 2 A_Chase
	TNT1 A 0 A_SpawnItemEx("FootStep",0,0,2,0,0,-20)
	Goto Chase
  Dodge:
	SKZK A 1 A_FaceTarget
	SKZK E 0 ThrustThingZ(0, 20, 0, 0)
	SKZK A 0 A_Jump(256, "DodgeRight", "DodgeLeft")
  DodgeLeft:
	SKZK E 0 ThrustThing(angle*256/360+192, 15, 0, 0)
	Goto SeeNoDodge
  DodgeRight:
	SKZK E 0 ThrustThing(angle*256/360+64, 15, 0, 0)
	Goto SeeNoDodge
  Missile:
    SKZK E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",5,0.7)
	TNT1 A 0 A_PlaySound("MiniRocketFire",6,1.0,0)
    SKZK E 4 Bright A_CustomMissile("ZombieRocket", 30, 0, 0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_PlaySound("Weapons/GrenadeFire",5,0.7)
	TNT1 A 0 A_PlaySound("MiniRocketFire",6,1.0,0)
    SKZK F 4 Bright A_CustomMissile("ZombieRocket", 30, 0, 0)
	TNT1 A 0 A_CPosRefire
	TNT1 A 0 A_Jump(20,"Pause")
    Goto Missile+1
  Pain:
    SKZK G 6 A_Pain
    Goto See
  Death:
    SKZK H 5
    SKZK I 5 A_Scream 
    SKZK J 5 A_Fall 
    SKZK K 5 A_SpawnItem("BodyCrash",0,0,0,0)
    SKZK LMNO 5 
	SKZK P -1
    Stop
  Raise:
  	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    SKZK PONMLKJIH 5
    Goto See
  }
}