
//===========================================================================
//
// Zombie man
//
//===========================================================================
ACTOR ZombieMan2 replaces ZombieMan //3004
{
	Game Doom
	SpawnID 4
	Health 20
	Radius 20
	Height 56
	Speed 8
	PainChance 200
	Monster
	+FLOORCLIP
	AttackSound "fiveseven/fire"
        SeeSound Gensight
        PainSound Genpain
        DeathSound Gendeath
        ActiveSound Genactive
	Obituary "$OB_ZOMBIE"
	DropItem "DropSpawner2", 96
	DropItem "DeadClip2Inv", 148

	
	States
	{
	Spawn:
		POSS AB 10 A_Look
		Loop
	See:
		POSS AABBCCDD 4 A_Chase
		Loop
	Missile:
		POSS E 10 A_FaceTarget
		TNT1 A 0 A_PosAttack
		TNT1 A 0 A_CustomMissile("Tracer_Monster",36,5,FRandom(-8,8),CMF_OFFSETPITCH,FRandom(-5,5))		
		POSS F 8 BRIGHT A_PlaySound("Fiveseven/Distant", 7)
		POSS E 8
		Goto See
	Pain:
		POSS G 3
		POSS G 3 A_Pain
		Goto See

	Pain.FLASHBANGFREEZE:
TNT1 A 0 A_ChangeFlag("NOPAIN", true)
		POSS G 3
		POSS G 175 A_Pain
TNT1 A 0 A_ChangeFlag("NOPAIN", false)
		Goto See

Death:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 20)
POSS H 5
POSS I 5 A_Scream
POSS J 5 A_NoBlocking
POSS K 5
POSS L -1
//POSS L 1 A_SpawnItem("NashGore_ZombieManDeadBody",0,0,0,0)
stop



XDeath:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 40)
TNT1 A 0 
POSS M 0 A_SpawnItemEx("NashGore_GibPieceGenerator9",0,0,0,0,0,0,0,128)
POSS M 0 A_SpawnItemEx("NashGore_GibPieceGenerator10",0,0,0,0,0,0,0,128)
POSS M 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
POSS M 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
POSS M 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
POSS M 5 A_Playsound("Gib/Render")
POSS N 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
POSS N 5 A_XScream
POSS O 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
POSS O 5 A_NoBlocking
POSS P 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
POSS PQRST 5
POSS U -1
	Raise:
		POSS K 5
		POSS JIH 5
		Goto See
	}
}

//===========================================================================
//
// Sergeant / Shotgun guy
//
//===========================================================================
ACTOR ShotgunGuy2 replaces ShotgunGuy //9
{
	Game Doom
	SpawnID 1
	Health 30
	Radius 20
	Height 56
	Mass 100
	Speed 8
	PainChance 170
	Monster
	+FLOORCLIP
	AttackSound "nova/fire"
        SeeSound Gensight
        PainSound Genpain
        DeathSound Gendeath
        ActiveSound Genactive
	Obituary "$OB_SHOTGUY"
	DropItem "DropSpawner3", 96
	DropItem "DeadClip3Inv", 148


	States
	{
	Spawn:
		SPOS AB 10 A_Look
		Loop
	See:
		SPOS AABBCCDD 3 A_Chase
		Loop
	Missile:
		SPOS E 10 A_FaceTarget
		TNT1 A 0 BRIGHT A_SposAttackUseAtkSound
		TNT1 AAAAA 0 A_CustomMissile("Tracer_Monster", 36, 0, random(-7, 7), 1, random(-4, 4))		
		SPOS F 10 BRIGHT A_PlaySound("Nova/Distant", 7)
		SPOS E 10
		Goto See
	Pain:
		SPOS G 3
		SPOS G 3 A_Pain
		Goto See
		
	Pain.FLASHBANGFREEZE:
TNT1 A 0 A_ChangeFlag("NOPAIN", true)
		SPOS G 3
		SPOS G 175 A_Pain
TNT1 A 0 A_ChangeFlag("NOPAIN", false)
		Goto See
		
		
	Death:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 30)
		SPOS H 5
		SPOS I 5 A_Scream
		SPOS J 5 A_NoBlocking
		SPOS K 5
		SPOS L -1
		Stop



XDeath:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 60)
SPOS M 0 A_SpawnItemEx("NashGore_GibPieceGenerator9",0,0,0,0,0,0,0,128)
SPOS M 0 A_SpawnItemEx("NashGore_GibPieceGenerator10",0,0,0,0,0,0,0,128)
SPOS M 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
SPOS M 0 A_SpawnItemEx("NashGore_GibPieceGenerator11",0,0,0,0,0,0,0,128)
SPOS M 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
SPOS M 5 A_Playsound("Gib/Render")
SPOS N 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
SPOS N 5 A_XScream
SPOS O 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
SPOS O 5 A_NoBlocking
SPOS P 0 A_SpawnItemEx("NashGore_GibGenerator",0,0,0,0,0,0,0,128)
SPOS PQRST 5
SPOS U -1
stop
	Raise:
		SPOS L 5
		SPOS KJIH 5
		Goto See
	}
}

//===========================================================================
//
// Chaingunner
//
//===========================================================================
ACTOR ChaingunGuy2 replaces ChaingunGuy //65
{
	Game Doom
	SpawnID 2
	Health 70
	Radius 20
	Height 56
	Mass 100
	Speed 8
	PainChance 170
	Monster
Translation "112:127=96:111"
	+FLOORCLIP
        SeeSound Gensight
        PainSound Genpain
        DeathSound Gendeath
        ActiveSound Genactive

	AttackSound "M4A1/Fire"
	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
//	A_PlaySound("chainguy/attack", CHAN_WEAPON);
//	A_CustomBulletAttack(22.5, 0, 1, random(1,5)*3, "BulletPuff", 0, CBAF_NORANDOM);
		TNT1 A 0 BRIGHT A_CPosAttack
		TNT1 A 0 A_CustomMissile("Tracer_Monster",36,5,FRandom(-8,8),CMF_OFFSETPITCH,FRandom(-5,5))		
		PLY2 F 2 BRIGHT A_PlaySound("M4A1/Distant", 7)
		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 G 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 A_Playsound("Gib/Render")
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
//
//===========================================================================
ACTOR WolfensteinSS2 replaces WolfensteinSS //84
{
	Game Doom
	SpawnID 116
	Health 50
	Radius 20
	Height 56
	Speed 8
	PainChance 170
	Monster
	+FLOORCLIP
	SeeSound "wolfss/sight"
	PainSound "wolfss/pain"
	DeathSound "wolfss/death"
	ActiveSound "wolfss/active"
	AttackSound "wolfss/attack"
	Obituary "$OB_WOLFSS"
		DropItem "DropSpawner6", 96
	DropItem "DeadClip6Inv", 148


	States
	{
	Spawn:
		SSWV AB 10 A_Look
		Loop
	See:
		SSWV AABBCCDD 3 A_Chase
		Loop
	Missile:
		SSWV E 10 A_FaceTarget
		SSWV F 10 A_FaceTarget
		TNT1 A 0 A_CustomMissile("Tracer_Monster",36,5,FRandom(-8,8),CMF_OFFSETPITCH,FRandom(-5,5))		
		SSWV G 4 BRIGHT A_CPosAttack
		SSWV F 6 A_FaceTarget
		TNT1 A 0 A_CustomMissile("Tracer_Monster",36,5,FRandom(-8,8),CMF_OFFSETPITCH,FRandom(-5,5))		
		SSWV G 4 BRIGHT A_CPosAttack
		SSWV F 1 A_CPosRefire
		Goto Missile+1
	Pain:
		SSWV H 3
		SSWV H 3 A_Pain
		Goto See
		
	Pain.FLASHBANGFREEZE:
TNT1 A 0 A_ChangeFlag("NOPAIN", true)
		SSWV H 3
		SSWV H 175 A_Pain
TNT1 A 0 A_ChangeFlag("NOPAIN", false)
		Goto See
		
		
	Death:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 50)
		SSWV I 5
		SSWV J 5 A_Scream
		SSWV K 5 A_NoBlocking
		SSWV L 5
		SSWV M -1
		Stop



	XDeath:
//TNT1 A 0 A_GiveToTarget("MoneySystem", 100)
		SSWV N 5 A_Playsound("Gib/Render")
		SSWV O 5 A_XScream
		SSWV P 5 A_NoBlocking
		SSWV QRSTU 5
		SSWV V -1
		Stop
	Raise:
		SSWV M 5
		SSWV LKJI 5
		Goto See 
	}
}
