
//===========================================================================
//
// Zombie man
//
//===========================================================================
ACTOR 12MAN : ZombieMan 
{
        Health 35
        Radius 20
        Height 56
        Speed 9
        PainChance 150
        MONSTER 
Translation "112:127=96:111"
        +FLOORCLIP
        AttackSound "USP/FIRE"//W12F
        SeeSound "Gensight"
        PainSound "Genpain"
        DeathSound "Gendeath"
        ActiveSound "Genactive"

        Obituary "%o was killed by a Zombieman."
	DropItem "DropSpawner2", 96
	DropItem "DeadClip2Inv", 148
	Species "ZomboMan"
        States
        {
        Spawn:
                ZOMB AB 10 A_Look
                Loop
        See:
                ZOMB AABBCCDD 4 A_Chase
                Loop
        Missile:
                ZOMB E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("USP/Distant", 7)

		TNT1 A 0 A_PlaySound("USP/FIRE", CHAN_WEAPON)
		TNT1 A 0 A_CustomBulletAttack(22.5, 0, 1, random(1,3)*3, "BulletPuff", 0, CBAF_NORANDOM)		
		TNT1 A 0 A_CustomMissile("Tracer_Monster",36,5,FRandom(-8,8),CMF_OFFSETPITCH,FRandom(-5,5))		
		
                ZOMB F 3 bright //A_CPosAttack
                ZOMB E 4 A_FaceTarget
                Goto See
        Pain:
                ZOMB G 3
                ZOMB G 3 A_Pain
                Goto Missile

	Pain.FLASHBANGFREEZE:
TNT1 A 0 A_ChangeFlag("NOPAIN", true)
                ZOMB G 2
                ZOMB G 175 A_Pain
TNT1 A 0 A_ChangeFlag("NOPAIN", false)
		Goto See







        Death:
//        TNT1 A 0 A_GiveToTarget("MoneySystem", 35)
                ZOMB H 5
                ZOMB I 5 A_Scream
                ZOMB J 5 A_NoBlocking
                ZOMB K 5
                ZOMB L 5
                ZOMB M 5
                ZOMB N -1
                Stop
        XDeath:
//        TNT1 A 0 A_GiveToTarget("MoneySystem", 70)
TROO N 0 A_SpawnItemEx("NashGore_GibPieceGenerator9",0,0,0,0,0,0,0,128)
TROO N 0 A_SpawnItemEx("NashGore_GibPieceGenerator10",0,0,0,0,0,0,0,128)
TROO N 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
TROO N 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
TROO N 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
ZOMB O 5
TROO O 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
ZOMB P 5 A_XScream
TROO P 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
ZOMB Q 5 A_NoBlocking
TROO Q 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
                ZOMB RSTUV 5
                ZOMB W -1
                Stop
        Raise:
                ZOMB NMLKJIH 5
                Goto See
        }
}




ACTOR 12SilMAN : ZombieMan 
{
        Health 35
        Radius 20
        Height 56
        Speed 9
        PainChance 150
        MONSTER 
Translation "112:127=96:111"
        +FLOORCLIP
        AttackSound "USP/FIRE_sil"
        SeeSound "Gensight"
        PainSound "Genpain"
        DeathSound "Gendeath"
        ActiveSound "Genactive"

        Obituary "%o was killed by a Zombieman."
	DropItem "DropSpawner2", 96
	DropItem "DeadClip2Inv", 148
	Species "ZomboMan"
        States
        {
        Spawn:
                ZOMB AB 10 A_Look
                Loop
        See:
                ZOMB AABBCCDD 4 A_Chase
                Loop
        Missile:
                ZOMB E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("USP/Distant_sil", 7)

		TNT1 A 0 A_PlaySound("USP/FIRE_sil", CHAN_WEAPON)
		TNT1 A 0 A_CustomBulletAttack(22.5, 0, 1, random(1,3)*3, "BulletPuff", 0, CBAF_NORANDOM)		
		TNT1 A 0 A_CustomMissile("Tracer_Monster",36,5,FRandom(-8,8),CMF_OFFSETPITCH,FRandom(-5,5))		
		
                ZOMB F 3 bright //A_CPosAttack
                ZOMB E 4 A_FaceTarget
                Goto See
        Pain:
                ZOMB G 3
                ZOMB G 3 A_Pain
                Goto Missile

	Pain.FLASHBANGFREEZE:
TNT1 A 0 A_ChangeFlag("NOPAIN", true)
                ZOMB G 2
                ZOMB G 175 A_Pain
TNT1 A 0 A_ChangeFlag("NOPAIN", false)
		Goto See





        Death:
//        TNT1 A 0 A_GiveToTarget("MoneySystem", 35)
                ZOMB H 5
                ZOMB I 5 A_Scream
                ZOMB J 5 A_NoBlocking
                ZOMB K 5
                ZOMB L 5
                ZOMB M 5
                ZOMB N -1
                Stop
        XDeath:
//        TNT1 A 0 A_GiveToTarget("MoneySystem", 70)
TROO N 0 A_SpawnItemEx("NashGore_GibPieceGenerator9",0,0,0,0,0,0,0,128)
TROO N 0 A_SpawnItemEx("NashGore_GibPieceGenerator10",0,0,0,0,0,0,0,128)
TROO N 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
TROO N 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
TROO N 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
ZOMB O 5
TROO O 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
ZOMB P 5 A_XScream
TROO P 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
ZOMB Q 5 A_NoBlocking
TROO Q 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
                ZOMB RSTUV 5
                ZOMB W -1
                Stop
        Raise:
                ZOMB NMLKJIH 5
                Goto See
        }
}


//===========================================================================
//
// Sergeant / Shotgun guy
//
//===========================================================================
ACTOR 22MAN : ShotgunGuy 
{
	Game Doom
	SpawnID 1
	Health 30
	Radius 20
	Height 56
	Mass 100
	Speed 8
	PainChance 170
	Monster
	+FLOORCLIP
	AttackSound "NOVA/FIRE"//"W22F"
        SeeSound "Gensight"
        PainSound "Genpain"
        DeathSound "Gendeath"
        ActiveSound "Genactive"

	Obituary "$OB_SHOTGUY"

	DropItem "DropSpawner3", 96
	DropItem "DeadClip3Inv", 148
	Species "ShottyMan"
	States
	{
	Spawn:
		SZOM AB 10 A_Look
		Loop
	See:
		SZOM AABBCCDD 3 A_Chase
		Loop
	Missile:
		SZOM E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("NOVA/Distant", 7)

		TNT1 A 0 A_PlaySound("NOVA/FIRE", CHAN_WEAPON)
		TNT1 A 0 A_CustomBulletAttack(22.5, 0, 3, random(2,5)*2, "BulletPuff", 0, CBAF_NORANDOM)		
		TNT1 AAAAA 0 A_CustomMissile("Tracer_Monster", 36, 0, random(-7, 7), 1, random(-4, 4))		

TNT1 A 0 A_ChangeFlag("NOPAIN", true)
		SZOM F 3 BRIGHT //A_SPosAttackUseAtkSound
		SZOM E 10
		SZOM B 7
		SZOM E 14
TNT1 A 0 A_ChangeFlag("NOPAIN", false)
		Goto See
	Pain:
		SZOM G 3
		SZOM G 3 A_Pain
		Goto See
		
	Pain.FLASHBANGFREEZE:
TNT1 A 0 A_ChangeFlag("NOPAIN", true)
		SZOM G 3
		SZOM A 175 A_Pain
TNT1 A 0 A_ChangeFlag("NOPAIN", false)
		Goto See
		
		
	Death:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 30)
		SZOM H 5
		SZOM I 5 A_Scream
		SZOM J 5 A_NoBlocking
		SZOM KLM 5
		SZOM N -1
		Stop



XDeath:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 60)
SZOM M 0 A_SpawnItemEx("NashGore_GibPieceGenerator9",0,0,0,0,0,0,0,128)
SZOM M 0 A_SpawnItemEx("NashGore_GibPieceGenerator10",0,0,0,0,0,0,0,128)
SZOM M 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
SZOM M 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
SZOM M 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
SZOM N 5
SZOM N 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
SZOM O 5 A_XScream
SZOM O 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
SZOM P 5 A_NoBlocking
SZOM P 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
SZOM QRSTUV 5
SZOM W -1
stop
	Raise:
		SZOM N 5
		SZOM MLKJIH 5
		Goto See
	}
}


//===========================================================================
//
// Chaingunner
//
//===========================================================================
ACTOR 31AMAN : ChaingunGuy //65
{
	Game Doom
	SpawnID 2
	Health 100
	Radius 20
	Height 56
	Mass 100
	Speed 8
	PainChance 170
	Monster
        //Translation "112:127=[0,128,255]:[0,0,0]"
	+FLOORCLIP
        SeeSound "Gensight"
        PainSound "Genpain"
        DeathSound "Gendeath"
        ActiveSound "Genactive"

	AttackSound "MP5SD/FIRE"//"W31AF"
	Obituary "$OB_CHAINGUY"

	DropItem "DropSpawner4", 96
	DropItem "DeadClip4Inv", 148
	Species "ChongoMan"
	States
	{
	Spawn:
		PLY2 AB 10 A_Look
		Loop
	See:
		PLY2 AABBCCDD 3 A_Chase
		Loop
	Missile:
		PLY2 E 10 A_FaceTarget
		PLY2 F 2 BRIGHT //A_CPosAttack

		TNT1 A 0 A_PlaySound("MP5SD/FIRE", CHAN_WEAPON)
		TNT1 A 0 A_CustomBulletAttack(22.5, 0, 1, random(1,4)*2, "BulletPuff", 0, CBAF_NORANDOM)		
		TNT1 A 0 A_CustomMissile("Tracer_Monster",36,5,FRandom(-8,8),CMF_OFFSETPITCH,FRandom(-5,5))		
		
		PLY2 E 1 A_CPosRefire
		Goto Missile+1
	Pain:
		PLY2 G 3
		PLY2 G 3 A_Pain
		Goto See
		
	Pain.FLASHBANGFREEZE:
TNT1 A 0 A_ChangeFlag("NOPAIN", true)
		PLY2 G 3
		PLY2 A 175 A_Pain
TNT1 A 0 A_ChangeFlag("NOPAIN", false)
		Goto See
		
		
	Death:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 70)
		PLY2 H 5
		PLY2 I 5 A_Scream
		PLY2 J 5 A_NoBlocking
		PLY2 KLM 5
		PLY2 N -1
		Stop




XDeath:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 140)
PLY2 O 0 A_SpawnItemEx("NashGore_GibPieceGenerator9",0,0,0,0,0,0,0,128)
PLY2 O 0 A_SpawnItemEx("NashGore_GibPieceGenerator10",0,0,0,0,0,0,0,128)
PLY2 O 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
PLY2 O 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
PLY2 O 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
PLY2 O 5
PLY2 P 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
PLY2 P 5 A_XScream
PLY2 Q 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
PLY2 Q 5 A_NoBlocking
PLY2 R 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
PLY2 RSTUV 5
PLY2 W -1
stop
	Raise:
		PLY2 N 5
		PLY2 MLKJIH 5
		Goto See
	}
}



ACTOR 32MAN : ChaingunGuy //65
{
	Game Doom
	SpawnID 2
	Health 100
	Radius 20
	Height 56
	Mass 100
	Speed 8
	PainChance 170
	Monster
        Translation "112:127=[0,128,0]:[0,0,0]"
	+FLOORCLIP
        SeeSound "Gensight"
        PainSound "Genpain"
        DeathSound "Gendeath"
        ActiveSound "Genactive"

	AttackSound "MP9/FIRE"//"W32F"
	Obituary "$OB_CHAINGUY"

	DropItem "DropSpawner4", 96
	DropItem "DeadClip4Inv", 148
	Species "ChongoMan"
	States
	{
	Spawn:
		PLY2 AB 10 A_Look
		Loop
	See:
		PLY2 AABBCCDD 3 A_Chase
		Loop
	Missile:
		PLY2 E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("MP9/Distant", 7)

		TNT1 A 0 A_PlaySound("MP9/FIRE", CHAN_WEAPON)
		TNT1 A 0 A_CustomBulletAttack(22.5, 0, 1, random(1,4)*2, "BulletPuff", 0, CBAF_NORANDOM)		
		TNT1 A 0 A_CustomMissile("Tracer_Monster",36,5,FRandom(-8,8),CMF_OFFSETPITCH,FRandom(-5,5))		
		
		PLY2 F 2 BRIGHT //A_CPosAttack
		PLY2 E 1 A_CPosRefire
		Goto Missile+1
	Pain:
		PLY2 G 3
		PLY2 G 3 A_Pain
		Goto See
		
	Pain.FLASHBANGFREEZE:
TNT1 A 0 A_ChangeFlag("NOPAIN", true)
		PLY2 G 3
		PLY2 A 175 A_Pain
TNT1 A 0 A_ChangeFlag("NOPAIN", false)
		Goto See
		
		
	Death:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 70)
		PLY2 H 5
		PLY2 I 5 A_Scream
		PLY2 J 5 A_NoBlocking
		PLY2 KLM 5
		PLY2 N -1
		Stop


XDeath:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 140)
PLY2 O 0 A_SpawnItemEx("NashGore_GibPieceGenerator9",0,0,0,0,0,0,0,128)
PLY2 O 0 A_SpawnItemEx("NashGore_GibPieceGenerator10",0,0,0,0,0,0,0,128)
PLY2 O 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
PLY2 O 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
PLY2 O 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
PLY2 O 5
PLY2 P 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
PLY2 P 5 A_XScream
PLY2 Q 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
PLY2 Q 5 A_NoBlocking
PLY2 R 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
PLY2 RSTUV 5
PLY2 W -1
stop
	Raise:
		PLY2 N 5
		PLY2 MLKJIH 5
		Goto See

}
}




ACTOR 33MAN : ChaingunGuy //65
{
	Game Doom
	SpawnID 2
	Health 100
	Radius 20
	Height 56
	Mass 100
	Speed 8
	PainChance 170
	Monster
        Translation "112:127=[0,0,255]:[0,0,0]"
        	+FLOORCLIP
        SeeSound "Gensight"
        PainSound "Genpain"
        DeathSound "Gendeath"
        ActiveSound "Genactive"

	AttackSound "UMP45/FIRE"//"W33F"
	Obituary "$OB_CHAINGUY"

	DropItem "DropSpawner4", 96
	DropItem "DeadClip4Inv", 148
	States
	{
	Spawn:
		PLY2 AB 10 A_Look
		Loop
	See:
		PLY2 AABBCCDD 3 A_Chase
		Loop
	Missile:
		PLY2 E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("UMP45/Distant", 7)

		TNT1 A 0 A_PlaySound("UMP45/FIRE", CHAN_WEAPON)
		TNT1 A 0 A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, "BulletPuff", 0, CBAF_NORANDOM)		
		TNT1 A 0 A_CustomMissile("Tracer_Monster",36,5,FRandom(-8,8),CMF_OFFSETPITCH,FRandom(-5,5))		
		
		PLY2 F 3 BRIGHT //A_CPosAttack
		PLY2 E 1 A_CPosRefire
		Goto Missile+1
	Pain:
		PLY2 G 3
		PLY2 G 3 A_Pain
		Goto See
		
	Pain.FLASHBANGFREEZE:
TNT1 A 0 A_ChangeFlag("NOPAIN", true)
		PLY2 G 3
		PLY2 A 175 A_Pain
TNT1 A 0 A_ChangeFlag("NOPAIN", false)
		Goto See
		
		
	Death:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 70)
		PLY2 H 5
		PLY2 I 5 A_Scream
		PLY2 J 5 A_NoBlocking
		PLY2 KLM 5
		PLY2 N -1
		Stop

XDeath:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 140)
PLY2 O 0 A_SpawnItemEx("NashGore_GibPieceGenerator9",0,0,0,0,0,0,0,128)
PLY2 O 0 A_SpawnItemEx("NashGore_GibPieceGenerator10",0,0,0,0,0,0,0,128)
PLY2 O 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
PLY2 O 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
PLY2 O 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
PLY2 O 5
PLY2 P 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
PLY2 P 5 A_XScream
PLY2 Q 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
PLY2 Q 5 A_NoBlocking
PLY2 R 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
PLY2 RSTUV 5
PLY2 W -1
stop
	Raise:
		PLY2 N 5
		PLY2 MLKJIH 5
		Goto See

}
}




ACTOR 34MAN : ChaingunGuy //65
{
	Game Doom
	SpawnID 2
	Health 100
	Radius 20
	Height 56
	Mass 100
	Speed 8
	PainChance 170
	Monster
        Translation "112:127=32:47"
	+FLOORCLIP
        SeeSound "Gensight"
        PainSound "Genpain"
        DeathSound "Gendeath"
        ActiveSound "Genactive"

	AttackSound "P90/FIRE"//"W34F"
	Obituary "$OB_CHAINGUY"

	DropItem "DropSpawner4", 96
	DropItem "DeadClip4Inv", 148
	States
	{
	Spawn:
		PLY2 AB 10 A_Look
		Loop
	See:
		PLY2 AABBCCDD 3 A_Chase
		Loop
	Missile:
		PLY2 E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("P90/Distant", 7)

		TNT1 A 0 A_PlaySound("P90/FIRE", CHAN_WEAPON)
		TNT1 A 0 A_CustomBulletAttack(22.5, 0, 1, random(2,5)*2, "BulletPuff", 0, CBAF_NORANDOM)		
		TNT1 A 0 A_CustomMissile("Tracer_Monster",36,5,FRandom(-8,8),CMF_OFFSETPITCH,FRandom(-5,5))		
		
		PLY2 F 2 BRIGHT //A_CPosAttack
		PLY2 E 1 A_CPosRefire
		Goto Missile+1
	Pain:
		PLY2 G 3
		PLY2 G 3 A_Pain
		Goto See
		
	Pain.FLASHBANGFREEZE:
TNT1 A 0 A_ChangeFlag("NOPAIN", true)
		PLY2 G 3
		PLY2 A 175 A_Pain
TNT1 A 0 A_ChangeFlag("NOPAIN", false)
		Goto See
		
		
	Death:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 70)
		PLY2 H 5
		PLY2 I 5 A_Scream
		PLY2 J 5 A_NoBlocking
		PLY2 KLM 5
		PLY2 N -1
		Stop
		
		XDeath:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 140)
PLY2 O 0 A_SpawnItemEx("NashGore_GibPieceGenerator9",0,0,0,0,0,0,0,128)
PLY2 O 0 A_SpawnItemEx("NashGore_GibPieceGenerator10",0,0,0,0,0,0,0,128)
PLY2 O 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
PLY2 O 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
PLY2 O 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
PLY2 O 5
PLY2 P 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
PLY2 P 5 A_XScream
PLY2 Q 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
PLY2 Q 5 A_NoBlocking
PLY2 R 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
PLY2 RSTUV 5
PLY2 W -1
stop
	Raise:
		PLY2 N 5
		PLY2 MLKJIH 5
		Goto See

}
}
//===========================================================================
//
// SS Nazi
//
//===========================================================================
