ACTOR PlasmaZombie
{
    Health 50
    Radius 20
    Height 56
    Speed 8
    PainChance 100
    MONSTER 
    +FLOORCLIP
	MaxStepHeight 32
	MaxDropOffHeight 168
	+DONTHARMSPECIES
	+NOINFIGHTING
	Species "Enemy"
    SeeSound "grunt/sight"
    AttackSound "grunt/attack"
    PainSound "grunt/pain"
    DeathSound "grunt/death"
    ActiveSound "grunt/active"
    Obituary "%o got burned by a plasma zombie."
    DropItem "Cell"
	DropItem "2CreditDrop"
	DropItem "ArmorBonus"
	DropItem "HealthBonus"
	DropItem "RandomPowerup",3,1
    MissileType PlasmaBall
    States
    {
    Spawn:
        ZMAY AB 10 A_Look
        Loop
    See:
        ZMAY AABBCCDD 4 A_Chase
        Loop
    Missile:
        ZMAY E 10 A_FaceTarget
        ZMAY F 5 A_MissileAttack
        ZMAY E 5 A_FaceTarget
        ZMAY F 5 A_MissileAttack
        ZMAY E 5 A_FaceTarget
        ZMAY F 5 A_MissileAttack
        ZMAY E 5 A_FaceTarget
        ZMAY F 5 A_MissileAttack
        ZMAY E 5 A_FaceTarget
        ZMAY F 5 A_MissileAttack
        Goto See
    Pain:
        ZMAY G 3
        ZMAY G 3 A_Pain
        Goto See
    Death:
        ZMAY H 5
        ZMAY I 5 A_Scream
        ZMAY J 5 A_Fall
        ZMAY K 5
        ZMAY L 5000
        Stop
    XDeath:
        ZMAY O 5
        ZMAY P 5 A_XScream
        ZMAY Q 5 A_Fall
        ZMAY RSTU 5
        ZMAY V 5000
        Stop
    Raise:
        ZMAY KJIH 5
        Goto See
    }
}

ACTOR OmegaShotgunGuy 10007
{
	Game Doom
	Health 100
	Radius 20
	Height 56
	Mass 100
	Speed 13
	PainChance 130
	Monster
	MaxStepHeight 32
	MaxDropOffHeight 168
	+FLOORCLIP
	+DONTHARMSPECIES
	+NOINFIGHTING
	Species "Enemy"
	SeeSound "shotguy/sight"
	AttackSound "shotguy/attack"
	PainSound "shotguy/pain"
	DeathSound "shotguy/death"
	ActiveSound "shotguy/active"
	Obituary "$OB_SHOTGUY"
	DropItem "Cell"
	DropItem "2CreditDrop"
	DropItem "CreditDrop"
	DropItem "ArmorBonus"
	DropItem "ArmorBonus"
	DropItem "ArmorBonus"
	DropItem "HealthBonus"
	DropItem "HealthBonus"
	DropItem "HealthBonus"
	DropItem "Shell"
	DropItem "RandomPowerup",3,1
	States
	{
	Spawn:
		OPOS AB 10 A_Look
		Loop
	See:
		OPOS AABBCCDD 3 A_Chase
		Loop
	Missile:
		OPOS E 8 A_FaceTarget
		OPOS F 2 BRIGHT A_BspiAttack
		OPOS E 4 A_FaceTarget
		OPOS F 6 BRIGHT A_PosAttack
		OPOS E 8
		Goto See
	Pain:
		OPOS G 3
		OPOS G 3 A_Pain
		Goto See
	Death:
		OPOS H 5
		OPOS I 5 A_Scream
		OPOS J 5 A_NoBlocking
		OPOS K 5
		OPOS L 5000
		Stop
	XDeath:
		OPOS M 5
		OPOS N 5 A_XScream
		OPOS O 5 A_NoBlocking
		OPOS PQRST 5
		OPOS U 5000
		Stop
	Raise:
		SPOS L 5
		SPOS KJIH 5
		Goto See
	}
}

ACTOR HealthChaingunGuy
{
	Game Doom
	Health 100
	Radius 20
	Height 56
	Mass 100
	Speed 9
	PainChance 170
	Monster
	MaxStepHeight 32
	MaxDropOffHeight 168
	+FLOORCLIP
	+DONTHARMSPECIES
	+NOINFIGHTING
	Species "Enemy"
	SeeSound "chainguy/sight"
	PainSound "chainguy/pain"
	DeathSound "chainguy/death"
	ActiveSound "chainguy/active"
	AttackSound "chainguy/attack"
	Obituary "$OB_CHAINGUY"
	Dropitem "Clip"
	Dropitem "2CreditDrop"
	DropItem "HealthBonus"
	DropItem "HealthBonus"
	DropItem "HealthBonus"
	DropItem "RandomPowerup",3,1
	States
	{
	Spawn:
		HCPS AB 10 A_Look
		Loop
	See:
		HCPS AABBCCDD 3 A_Chase
		Loop
	Missile:
		HCPS E 10 A_FaceTarget
		HCPS FE 4 BRIGHT A_CPosAttack
		HCPS F 1 A_CPosRefire
		Goto Missile+1
	Pain:
		HCPS G 3
		HCPS G 3 A_Pain
		Goto See
	Death:
		HCPS H 5
		HCPS I 5 A_Scream
		HCPS J 5 A_NoBlocking
		HCPS KLM 5
		HCPS N 5000
		Stop
	XDeath:
		HCPS O 5 
		HCPS P 5 A_XScream
		HCPS Q 5 A_NoBlocking
		HCPS RS 5
		HCPS T 5000
		Stop
	Raise:
		HCPS N 5
		HCPS MLKJIH 5
		Goto See
	}
}

ACTOR ArmorChaingunGuy
{
	Game Doom
	Health 85
	Radius 20
	Height 56
	Mass 100
	Speed 8
	PainChance 115
	Monster
	MaxStepHeight 32
	MaxDropOffHeight 168
	+FLOORCLIP
	+DONTHARMSPECIES
	+NOINFIGHTING
	Species "Enemy"
	SeeSound "chainguy/sight"
	PainSound "chainguy/pain"
	DeathSound "chainguy/death"
	ActiveSound "chainguy/active"
	AttackSound "chainguy/attack"
	Obituary "$OB_CHAINGUY"
	Dropitem "Clip"
	Dropitem "2CreditDrop"
	DropItem "ArmorBonus"
	DropItem "ArmorBonus"
	DropItem "ArmorBonus"
	DropItem "RandomPowerup",3,1
	States
	{
	Spawn:
		ACPS AB 10 A_Look
		Loop
	See:
		ACPS AABBCCDD 3 A_Chase
		Loop
	Missile:
		ACPS E 8 A_FaceTarget
		ACPS FE 4 BRIGHT A_CPosAttack
		ACPS F 1 A_CPosRefire
		Goto Missile+1
	Pain:
		ACPS G 3
		ACPS G 3 A_Pain
		Goto See
	Death:
		ACPS H 5
		ACPS I 5 A_Scream
		ACPS J 5 A_NoBlocking
		ACPS KLM 5
		ACPS N 5000
		Stop
	XDeath:
		ACPS O 5 
		ACPS P 5 A_XScream
		ACPS Q 5 A_NoBlocking
		ACPS RS 5
		ACPS T 5000
		Stop
	Raise:
		ACPS N 5
		ACPS MLKJIH 5
		Goto See
	}
}

ACTOR OmegaChaingunGuy
{
	Game Doom
	Health 150
	Radius 20
	Height 56
	Mass 100
	Speed 10
	PainChance 115
	Monster
	MaxStepHeight 32
	MaxDropOffHeight 168
	+FLOORCLIP
	+DONTHARMSPECIES
	+NOINFIGHTING
	Species "Enemy"
	SeeSound "chainguy/sight"
	PainSound "chainguy/pain"
	DeathSound "chainguy/death"
	ActiveSound "chainguy/active"
	AttackSound "chainguy/attack"
	Obituary "$OB_CHAINGUY"
	Dropitem "Clip"
	Dropitem "Clip"
	Dropitem "2CreditDrop"
	Dropitem "CreditDrop"
	DropItem "HealthBonus"
	DropItem "HealthBonus"
	DropItem "HealthBonus"
	DropItem "ArmorBonus"
	DropItem "ArmorBonus"
	DropItem "ArmorBonus"
	DropItem "RandomPowerup",3,1
	States
	{
	Spawn:
		DPOS AB 10 A_Look
		Loop
	See:
		DPOS AABBCCDD 3 A_Chase
		Loop
	Missile:
		DPOS E 7 A_FaceTarget
		DPOS F 1 BRIGHT A_PlaySound("chainguy/attack", CHAN_WEAPON)
		TNT1 A 0 A_CustomBulletAttack(19.5, 1, 2, random(1,5)*3, "BulletPuff", 0, CBAF_NORANDOM)
		DPOS E 2 A_PlaySound("chainguy/attack", CHAN_WEAPON)
		TNT1 A 0 A_CustomBulletAttack(19.5, 1, 2, random(1,5)*3, "BulletPuff", 0, CBAF_NORANDOM)
		DPOS F 1 A_CPosRefire
		Goto Missile+1
	Pain:
		DPOS G 3
		DPOS G 3 A_Pain
		Goto See
	Death:
		DPOS H 5
		DPOS I 5 A_Scream
		DPOS J 5 A_NoBlocking
		DPOS KLM 5
		DPOS N 5000
		Stop
	XDeath:
		DPOS O 5
		DPOS P 5 A_XScream
		DPOS Q 5 A_NoBlocking
		DPOS RS 5
		DPOS T 5000
		Stop
	Raise:
		DPOS NMLKJIH 5
		Goto See
	}
}

ACTOR Decimator
{
	Game Doom
	Health 250
	Radius 22
	Height 60
	Mass 100
	Speed 12
	Scale 1.1
	PainChance 65
	Monster
	MaxStepHeight 32
	MaxDropOffHeight 168
	+FLOORCLIP
	+DONTHARMSPECIES
	+NOINFIGHTING
	+MISSILEMORE
	Species "Enemy"
	SeeSound "chainguy/sight"
	PainSound "chainguy/pain"
	DeathSound "chainguy/death"
	ActiveSound "chainguy/active"
	AttackSound "QuadShotgunZombie/QuadFire"
	Obituary "%o was decimated."
	Dropitem "ClipBox"
	Dropitem "2CreditDrop"
	Dropitem "CreditDrop"
	DropItem "HealthBonus"
	DropItem "HealthBonus"
	DropItem "HealthBonus"
	DropItem "ArmorBonus"
	DropItem "ArmorBonus"
	DropItem "ArmorBonus"
	DropItem "RandomPowerup",3,1
	States
	{
	Spawn:
		DECI AB 10 A_Look
		Loop
	See:
		DECI AABBCCDD 3 A_Chase
		Loop
	Missile:
		DECI E 6 A_FaceTarget
		DECI F 1 BRIGHT A_PlaySound("QuadShotgunZombie/QuadFire", CHAN_WEAPON)
		TNT1 A 0 A_CustomBulletAttack(15, 3, 2, random(1,5)*3, "BulletPuff", 0, CBAF_NORANDOM)
		DECI E 2 A_PlaySound("QuadShotgunZombie/QuadFire", CHAN_WEAPON)
		TNT1 A 0 A_CustomBulletAttack(15, 3, 2, random(1,5)*3, "BulletPuff", 0, CBAF_NORANDOM)
		DECI F 1 A_CPosRefire
		Goto Missile+1
	Pain:
		DECI G 2
		DECI G 2 A_Pain
		Goto See
	Death:
		DECI H 5
		DECI I 5 A_Scream
		DECI J 5 A_NoBlocking
		DECI KLM 5
		DECI N 5000
		Stop
	Raise:
		DECI NMLKJIH 5
		Goto See
	}
}


ACTOR UltraDecimator
{
	Game Doom
	Health 400
	Radius 26
	Height 64
	Mass 100
	Speed 12
	Scale 1.2
	PainChance 55
	Monster
	MaxStepHeight 32
	MaxDropOffHeight 168
	+FLOORCLIP
	+DONTHARMSPECIES
	+NOINFIGHTING
	+MISSILEMORE
	Species "Enemy"
	SeeSound "chainguy/sight"
	PainSound "chainguy/pain"
	DeathSound "chainguy/death"
	ActiveSound "chainguy/active"
	AttackSound "QuadShotgunZombie/QuadFire"
	Obituary "%o was decimated."
	Dropitem "ClipBox"
	Dropitem "2CreditDrop"
	Dropitem "CreditDrop"
	DropItem "HealthBonus"
	DropItem "HealthBonus"
	DropItem "HealthBonus"
	DropItem "ArmorBonus"
	DropItem "ArmorBonus"
	DropItem "ArmorBonus"
	DropItem "RandomPowerup",3,1
	States
	{
	Spawn:
		UDEC AB 10 A_Look
		Loop
	See:
		UDEC AABBCCDD 3 A_Chase
		Loop
	Missile:
		UDEC E 6 A_FaceTarget
		UDEC F 1 BRIGHT A_PlaySound("QuadShotgunZombie/QuadFire", CHAN_WEAPON)
		TNT1 A 0 A_CustomBulletAttack(8, 3, 2, random(1,5)*3, "BulletPuff", 0, CBAF_NORANDOM)
		UDEC E 2 A_PlaySound("QuadShotgunZombie/QuadFire", CHAN_WEAPON)
		TNT1 A 0 A_CustomBulletAttack(8, 3, 2, random(1,5)*3, "BulletPuff", 0, CBAF_NORANDOM)
		UDEC F 1 A_CPosRefire
		Goto Missile+1
	Pain:
		UDEC G 2
		UDEC G 2 A_Pain
		Goto See
	Death:
		UDEC H 5
		UDEC I 5 A_Scream
		UDEC J 5 A_NoBlocking
		UDEC KLM 5
		UDEC N 5000
		Stop
	Raise:
		UDEC NMLKJIH 5
		Goto See
	}
}

ACTOR ChainsawZombie 3204
{ 
    Health 150 
    Radius 20 
    Height 56 
    Speed 16 
    MeleeDamage 1 
    PainChance 100
    MONSTER 
    +FLOORCLIP 
	+DONTHARMSPECIES
	+NOINFIGHTING
	Species "Enemy"
    Obituary "%o was sliced by a madman zombie with a chainsaw!" 
    SeeSound "grunt/sight" 
    MeleeSound "weapons/sawhit" 
    PainSound "grunt/pain" 
    DeathSound "grunt/death" 
    ActiveSound "grunt/active" 
	DropItem "HealthBonus"
	DropItem "HealthBonus"
	DropItem "HealthBonus"
	DropItem "ArmorBonus"
	DropItem "ArmorBonus"
	DropItem "ArmorBonus"
	Dropitem "CreditDrop"
	DropItem "Chainsaw", 64
	DropItem "RandomPowerup",3,1
    States 
    { 
    Spawn: 
        CHAN A 2 A_Look 
        CHAN A 2 A_PlayWeaponSound("weapons/sawidle") 
        CHAN A 2 A_Look 
        CHAN B 2 A_PlayWeaponSound("weapons/sawidle") 
        CHAN B 2 A_Look 
        CHAN B 2 A_PlayWeaponSound("weapons/sawidle") 
        Loop 
    See: 
        CHAN A 2 A_Chase 
        CHAN A 2 A_Chase 
        CHAN B 0 A_PlayWeaponSound("weapons/sawidle") 
        CHAN B 2 A_Chase 
        CHAN B 2 A_Chase 
        CHAN C 0 A_PlayWeaponSound("weapons/sawidle") 
        CHAN C 2 A_Chase 
        CHAN C 2 A_Chase 
        CHAN D 0 A_PlayWeaponSound("weapons/sawidle") 
        CHAN D 2 A_Chase 
        CHAN D 2 A_Chase 
        CHAN A 0 A_PlayWeaponSound("weapons/sawidle") 
        Loop 
    Melee: 
        CHAN E 1 A_FaceTarget 
        CHAN F 1 A_CustomMeleeAttack (random (6, 10) * 2)
        Goto See 
    Pain: 
        CHAN G 5 
        CHAN G 3 A_Pain 
        Goto See 
    Death: 
        CHAN H 5 
        CHAN I 5 A_Scream 
        CHAN J 5 A_Fall 
        CHAN KLM 5 
        CHAN N 5000 
        Stop 
    XDeath:
        CHAN O 5
        CHAN P 5 A_XScream
        CHAN Q 5 A_Fall
        CHAN RSTUV 5
        CHAN W 5000
        Stop
    Raise: 
        CHAN NMLKJIH 5 
        Goto See 
    } 
}

ACTOR CrowbarZombie
{
  Game Doom
  Monster
  Obituary "%o was prised open by a crowbar zombie."
  Health 30
  Mass 90
  Speed 12
  Radius 20
  Height 52
  Painchance 125
  MaxStepHeight 36
  MaxDropOffHeight 168
  Species "Enemy"
  +NOINFIGHTING
  +DONTHARMSPECIES
  seesound "grunt/sight"
  painsound "grunt/pain"
  deathsound "grunt/death"
  activesound "grunt/active"
  Dropitem "CreditDrop"
  Dropitem "SuperHealthBonus"
  DropItem "RandomPowerup",3,1
  +FLOORCLIP
  States
  {
   Spawn:
    SCZC AB 10 A_Look
    loop
  See:
    SCZC AABBCCDD 3 A_Chase
    loop
  Melee:
    SCZC E 4 A_FaceTarget
    SCZC F 8 A_CustomMeleeAttack (random (3, 7) * 4, "CrowbarHit", "skeleton/swing")
    SCZC E 8
    goto See
  Pain:
    SCZC G 3
    SCZC G 3 A_Pain
    goto See
  Death:
    SCZC H 5
    SCZC I 5 A_Scream
    SCZC J 5 A_NoBlocking
    SCZC K 5
    SCZC L 5
    SCZC M 5
    SCZC N 500
    stop
  XDeath:
    SCZC O 5
    SCZC P 5 A_XScream
    SCZC Q 5 A_NoBlocking
    SCZC RSTUV 5
    SCZC W 500
    stop
  Raise:
    SCZC MLKJIH 5
    goto See
  }
}

ACTOR AxeZombie
{
  Game Doom
  Obituary "%o was cut down by an axe zombie."
  Health 65
  Mass 90
  Speed 14
  Radius 20
  Height 52
  Painchance 100
  Monster
  MaxStepHeight 36
  MaxDropOffHeight 168
  Species "Enemy"
  +NOINFIGHTING
  +DONTHARMSPECIES
  seesound "grunt/sight"
  painsound "grunt/pain"
  deathsound "grunt/death"
  activesound "grunt/active"
  Dropitem "CreditDrop"
  Dropitem "SuperHealthBonus"
  Dropitem "HealthBonus"
  DropItem "RandomPowerup",3,1
  +FLOORCLIP
  States
  {
   Spawn:
    SCZA AB 10 A_Look
    loop
  See:
    SCZA AABBCCDD 2 A_Chase
    loop
  Melee:
    SCZA E 6 A_FaceTarget
    SCZA F 6 A_CustomMeleeAttack (random (5, 10) *4, "BladeHit", "skeleton/swing")
    SCZA E 6
    goto See
  Pain:
    SCZA G 3
    SCZA G 3 A_Pain
    goto See
  Death:
    SCZA H 5
    SCZA I 5 A_Scream
    SCZA J 5 A_NoBlocking
    SCZA K 5
    SCZA L 5
    SCZA M 5
    SCZA N 5000
    stop
  XDeath:
    SCZA O 5
    SCZA P 5 A_XScream
    SCZA Q 5 A_NoBlocking
    SCZA RSTUV 5
    SCZA W 5000
    stop
  Raise:
    SCZA MLKJIH 5
    goto See
  }
}

ACTOR Rocketeer
{
	Game Doom
	Health 80
	Radius 20
	Height 56
	Speed 8
	PainChance 100
	Monster
	+FLOORCLIP
	Species "Enemy"
    +NOINFIGHTING
	+DONTHARMSPECIES
	SeeSound "grunt/sight" 
    PainSound "grunt/pain" 
    Deathsound "grunt/death" 
    ActiveSound "grunt/active"
	Obituary "%o was gibbed by a Rocketeer."
	Dropitem "RocketAmmo"
	Dropitem "RocketAmmo"
	Dropitem "3CreditDrop"
	DropItem "RandomPowerup",3,1
	States
	{
	Spawn:
		MPOS AB 10 A_Look
		Loop
	See:
		MPOS AABBCCDD 3 A_Chase
		Loop
	Missile: 
		TNT1 A 0 A_Jump(64,"TripleMissile")
		MPOS EE 5 A_FaceTarget 
		MPOS F 5 
		MPOS G 13 Bright A_CustomMissile("BruiserMissile",44,8,0,0)
		Goto See 
	TripleMissile: 
		MPOS EE 5 A_FaceTarget 
		MPOS F 5 
		MPOS G 8 Bright A_CustomMissile("BruiserMissile",44,8,0,0)
		MPOS F 5 
		MPOS G 8 Bright A_CustomMissile("BruiserMissile",44,8,0,-5)
		MPOS F 5 
		MPOS G 8 Bright A_CustomMissile("BruiserMissile",44,8,0,5)
		Goto See 
	Pain:
		MPOS H 3
		MPOS H 3 A_Pain
		Goto See
	Death:
		MPOS I 5
		MPOS J 5 A_Scream
		MPOS K 5 A_NoBlocking
		MPOS L 5
		MPOS M 5000
		Stop
	XDeath:
		MPOS N 5 
		MPOS O 5 A_XScream
		MPOS P 5 A_NoBlocking
		MPOS QRSTU 5
		MPOS V 5000
		Stop
	Raise:
		MPOS M 5
		MPOS LKJI 5
		Goto See 
	}
}


ACTOR Psychopath
{
  Game Doom
  Obituary "%o was hacked apart by a psychopath zombie."
  Health 95
  Mass 90
  Speed 16
  Radius 20
  Height 52
  Painchance 75
  Monster
  MaxStepHeight 36
  MaxDropOffHeight 96
  Species "Enemy"
  +NOINFIGHTING
  +DONTHARMSPECIES
  seesound "grunt/sight"
  painsound "grunt/pain"
  deathsound "grunt/death"
  activesound "grunt/active"
  Dropitem "2CreditDrop"
  Dropitem "Stimpak"
  Dropitem "HealthBonus"
  Dropitem "HealthBonus" 
  Dropitem "RandomAmmo"
  DropItem "RandomPowerup",3,1
  +FLOORCLIP
  States
  {
   Spawn:
    PSYC AB 10 A_Look
    loop
  See:
    PSYC AABBCCDD 2 A_Chase
    loop
  Melee:
    PSYC E 5 A_FaceTarget
    PSYC F 5 A_CustomMeleeAttack (random (6, 10) * 4, "BladeHit", "skeleton/swing")
    PSYC E 5
    goto See
  Pain:
    PSYC G 3
    PSYC G 3 A_Pain
    goto See
  Death:
    PSYC H 5
    PSYC I 5 A_Scream
    PSYC J 5 A_NoBlocking
    PSYC K 5
    PSYC L 5
    PSYC M 5
    PSYC N 5000
    stop
  XDeath:
    PSYC O 5
    PSYC P 5 A_XScream
    PSYC Q 5 A_NoBlocking
    PSYC RSTUV 5
    PSYC W 5000
    stop
  Raise:
    PSYC MLKJIH 5
    goto See
  }
}

ACTOR SSGZombie 23049
{
	Health 200
	Radius 20
	Height 56
	Scale 0.9
	Speed 9
	PainChance 75
	MONSTER 
	Translation "112:127=16:47"
	+FloorClip
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	SEESOUND "SSGUNER/sight"
	ATTACKSOUND "SSGUNER/SSG"
	PAINSOUND "grunt/pain"
	DEATHSOUND "SSGUNER/death"
	ACTIVESOUND "SSGUNER/idle"
	OBITUARY "%o was blown open by a Super Shotgunner!"
	DropItem "Shell"
	DropItem "SuperHealthBonus"
	Dropitem "3CreditDrop"
	DropItem "RandomPowerup",3,1
	Decal Bulletchip
	states
	{
	Spawn:
		GPOS A 10 A_Look
		Loop
	See:
		GPOS AABBCCDD 4 A_Chase
		Loop
	Missile:
		GPOS E 10 A_FaceTarget
		GPOS F 8 BRIGHT A_CustomBulletAttack(11.2, 7.1, 20, 4, "Bulletpuff")
		GPOS E 8
		Goto See
	Pain:
		GPOS G 3
		GPOS G 3 A_Pain
		Goto See
	Death:
		GPOS H 7
		GPOS I 7 A_Scream
		GPOS J 7 A_NoBlocking
		GPOS K 7
		GPOS L 7
		GPOS M 7
		GPOS N 5000
		Stop
	XDeath:
		GPOS O 5
		GPOS P 5 A_XScream
		GPOS Q 5 A_NoBlocking
		GPOS RS 5
		GPOS T 5000
		Stop
	Raise:
		GPOS NMLKJIH 5
		Goto See
	}
}

ACTOR Cyberbaron : Baronofhell
{
  obituary "%o was splayed by a cyber baron"
  hitobituary "%o was ripped to shreds by a cyber baron"
  health 1000
  radius 24
  height 72
  mass 1000
  speed 10
  painchance 40
  MaxStepHeight 32
  MaxDropOffHeight 168
  +NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
  BloodColor "Green"
  seesound "cbaron/sight"
  painsound "cbaron/pain"
  deathsound "cbaron/death"
  activesound "cbaron/active"
  Dropitem "RocketAmmo"
  Dropitem "RocketAmmo"
  Dropitem "RocketAmmo"
  Dropitem "RocketAmmo"
  Dropitem "2CreditDrop"
  Dropitem "2CreditDrop"
  DropItem "RandomPowerup",3,1
  MONSTER
  +NORADIUSDMG
  +DONTHURTSPECIES
  states
  {
  Spawn:
    CBOS AB 10 A_Look
    loop
  See:
    CBOS A 3 A_chase
    CBOS A 3 A_chase   
    CBOS BB 3 A_chase
    CBOS CC 3 A_chase    
    CBOS D 3 A_chase
    CBOS D 3 A_hoof
    loop
  Melee:
    CBOS PQ 6 A_FaceTarget
    CBOS R 4 A_BruisAttack
	CBOS R 4 A_BruisAttack
     Goto See
  Missile:
    CBOS E 0 A_jump(80,9)
    CBOS E 10 A_FaceTarget
    CBOS E 10 A_FaceTarget
    CBOS F 10 Bright A_customMissile("Rocket",27,16,0)
    CBOS E 10 A_FaceTarget
	CBOS F 10 Bright A_customMissile("Rocket",27,16,-5)
    CBOS E 10 A_FaceTarget
	CBOS F 10 Bright A_customMissile("Rocket",27,16,5)
    CBOS E 10 A_FaceTarget
      goto See
    CBOS PQ 8 A_FaceTarget
    CBOS R 8 A_BruisAttack
      Goto See      
 Pain:
    CBOS H 2
    CBOS H 2 A_Pain
    goto See
  Death:
    CBOS I 8
    CBOS J 8 A_Scream
    CBOS K 8 bright A_Playsound("world/barrelx")
	TNT1 A 0 A_Explode(20,64)
    CBOS L 8 bright A_NoBlocking
    CBOS M 8 bright
    CBOS N 8 bright
    CBOS O 5000
    stop
   }
}          

Actor BFGCommando
{
  Obituary "%o was vaporized by a zombie's BFG9000."
  Health 250
  Radius 20
  Height 56
  Mass 100
  Speed 10
  Painchance 170
  MaxStepHeight 32
  MaxDropOffHeight 168
  +NOINFIGHTING
  Species "Enemy"
  +DONTHARMSPECIES
  Seesound "chainguy/sight"
  Painsound "chainguy/pain"
  Deathsound "chainguy/death"
  Activesound "chainguy/active"
  Dropitem "Cell"
  Dropitem "2CreditDrop"
  DropItem "RandomPowerup",3,1
  Missiletype ZombieBFGBall
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    BFGZ AB 10 A_Look
    loop
  See:
    BFGZ AABBCCDD 3 A_Chase
    loop
  Missile:
    BFGZ E 0 A_FaceTarget
    BFGZ E 20 A_PlaySound ("weapons/bfgf")
    BFGZ F 10 Bright
    BFGZ F 10 Bright A_MissileAttack
    BFGZ E 20
    goto See
  Pain:
    BFGZ G 3
    BFGZ G 3 A_Pain
    goto See
  Death:
    BFGZ H 5
    BFGZ I 5 A_Scream
    BFGZ J 5 A_NoBlocking
    BFGZ KLM 5
    BFGZ N 5000
    stop
  XDeath:
    BFGZ O 5
    BFGZ P 5 A_XScream
    BFGZ Q 5 A_NoBlocking
    BFGZ RS 5
    BFGZ T 5000
    stop
  Raise:
    BFGZ NMLKJIH 5
    goto See
  }
}


Actor EnhancedBFGCommando
{
  Obituary "%o was vaporized by a zombie's Enhanced BFG9000."
  Health 400
  Radius 22
  Height 60
  Scale 1.1
  Mass 100
  Speed 12
  Painchance 120
  MaxStepHeight 32
  MaxDropOffHeight 168
  +NOINFIGHTING
  Species "Enemy"
  +DONTHARMSPECIES
  Seesound "chainguy/sight"
  Painsound "chainguy/pain"
  Deathsound "chainguy/death"
  Activesound "chainguy/active"
  Dropitem "Cell"
  Dropitem "2CreditDrop"
  DropItem "RandomPowerup",3,1
  Missiletype ZombieEnhancedBFGBall
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    EFGZ AB 10 A_Look
    loop
  See:
    EFGZ AABBCCDD 3 A_Chase
    loop
  Missile:
	TNT1 A 0 A_Jump(128,"Missile2")
    EFGZ E 0 A_FaceTarget
    EFGZ E 20 A_PlaySound ("weapons/bfgf")
    EFGZ F 10 Bright
	TNT1 A 0 A_PlaySound("Enhanced")
    EFGZ F 10 Bright A_CustomMissile ("ZombieEnhancedBFGBall", 28, 0, 0)
    EFGZ E 20
    Goto See
Missile2:
    EFGZ E 0 A_FaceTarget
    EFGZ E 20 A_PlaySound ("weapons/bfgf")
    EFGZ F 10 Bright
	EFGZ E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("Enhanced")
    EFGZ F 10 Bright A_CustomMissile ("ZombieEnhancedBFGBall", 28, 0, 0)
	EFGZ E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("Enhanced")
	EFGZ F 10 Bright A_CustomMissile ("ZombieEnhancedBFGBall", 28, 0, -15)
	EFGZ E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound("Enhanced")
	EFGZ F 10 Bright A_CustomMissile ("ZombieEnhancedBFGBall", 28, 0, 15)
    EFGZ E 20
    Goto See
  Pain:
    EFGZ G 3
    EFGZ G 3 A_Pain
    goto See
  Death:
    EFGZ H 5
    EFGZ I 5 A_Scream
    EFGZ J 5 A_NoBlocking
    EFGZ KLM 5
    EFGZ N 5000
    Stop
  Raise:
    EFGZ NMLKJIH 5
    goto See
  }
}

ACTOR ZombieEnhancedBFGBall
{
	Radius 16
	Height 16
	Speed 25
	Damage 60
	Projectile
	+RANDOMIZE
	RenderStyle Add
	Alpha 0.75
	DeathSound "weapons/bfgx"
	Obituary "$OB_MPBFG_BOOM"
	Decal EnhancedBFGLightning
	States
	{
	Spawn:
		EFS1 AB 4 Bright
		Loop
	Death:
		TNT1 A 0 A_Explode(192,192)
		EFE1 AB 8 Bright
		EFE1 C 8 Bright
		EFE1 DEF 8 Bright
		Stop
	}
}
 
ACTOR FemaleRail
{ 
    Health 150 
    Radius 20 
    Height 56 
    Speed 10
    Damage 100
    PainChance 10
    MONSTER 
    +FLOORCLIP 
	MaxStepHeight 32
	MaxDropOffHeight 168
	Species "Enemy"
	+DONTHARMSPECIES
	+NOINFIGHTING
	Damagefactor "HellFire", 0.0
    Obituary "%o was killed by A Female Zombie Railgunner!" 
    seesound "fem/sight"
    PainSound "grunt/pain"
    deathsound "fem/death"
    activesound "fem/active"
    Decal RedRailScorch
    DropItem "Cell"
	DropItem "2CreditDrop"
	DropItem "RandomPowerup",3,1
    States 
    { 
    Spawn: 
        RZOW AB 10 A_Look 
        Loop 
    See: 
        RZOW AABBCCDD 4 A_Chase 
        Loop 
    Missile: 
		TNT1 A 0 A_Jump(64,"Rapid")
        RZOW EE 10 A_FaceTarget 
        RZOW F 5 A_CustomRailgun (100, 0, ac1819, FF6C00)
        RZOW E 4 A_FaceTarget 
        Goto See 
	Rapid: 
        RZOW EE 10 A_FaceTarget 
        RZOW F 5 A_CustomRailgun (50, 0, ac1819, FF6C00,0,0,0,0,5,5)
        RZOW E 5 A_FaceTarget 
		RZOW F 5 A_CustomRailgun (50, 0, ac1819, FF6C00,0,0,0,0,5,5)
        RZOW E 5 A_FaceTarget 
		RZOW F 5 A_CustomRailgun (50, 0, ac1819, FF6C00,0,0,0,0,5,5)
        RZOW E 5 A_FaceTarget 
		RZOW F 5 A_CustomRailgun (50, 0, ac1819, FF6C00,0,0,0,0,5,5)
        RZOW E 5 A_FaceTarget 
		RZOW F 5 A_CustomRailgun (50, 0, ac1819, FF6C00,0,0,0,0,5,5)
        RZOW E 5 A_FaceTarget 
        Goto See 
    Pain: 
        RZOW G 5 
        RZOW G 3 A_Pain 
        Goto See 
    Death: 
        RZOW H 5 
        RZOW I 5 A_Scream 
        RZOW J 5 A_Fall 
        RZOW K 5 
        RZOW L 5
        RZOW M 5
        RZOW N -1
        Stop 
    XDeath: 
        RZOW O 5      
        RZOW P 5 A_XScream       
        RZOW Q 5 A_Fall        
        RZOW RSTUV 5 
        RZOW W -1 
        Stop 
    Raise:
        RZOW MLKJIH 5
        Goto See 
    } 
}

ACTOR ZombieBFGBall
{
	Radius 16
	Height 16
	Speed 25
	Damage 40
	Projectile
	+RANDOMIZE
	RenderStyle Add
	Alpha 0.75
	DeathSound "weapons/bfgx"
	Obituary "$OB_MPBFG_BOOM"
	Decal BFGLightning
	States
	{
	Spawn:
		BFS1 AB 4 Bright
		Loop
	Death:
		TNT1 A 0 A_Explode
		BFE1 AB 8 Bright
		BFE1 C 8 Bright
		BFE1 DEF 8 Bright
		Stop
	}
}
 
ACTOR PyroZombie 31497
{
    Health 200
    Radius 20
    Height 56
    Speed 10
    PainChance 100
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
    MONSTER 
    +FLOORCLIP
	MaxStepHeight 32
	MaxDropOffHeight 168
    SeeSound "grunt/sight"
    AttackSound "weapons/flamer"
    PainSound "grunt/pain"
    DeathSound "grunt/death"
    ActiveSound "grunt/active"
    Obituary "%o got fried by a pyro zombie."
    MeleeRange 384
	DamageFactor "HellFire", 0
	Dropitem "Cell"
	Dropitem "2CreditDrop"
	DropItem "RandomPowerup",3,1
    States
    {
    Spawn:
    PYRZ AB 10 A_Look
    loop
  See:
    PYRZ AABBCCDD 3 A_Chase
    loop
    Melee:
        PYRZ E 10 A_FaceTarget
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
        PYRZ E 10 A_FaceTarget
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
        PYRZ E 10 A_FaceTarget
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
      	PYRZ F 1 A_CustomMissile("ZombieFire",32,8,random(-4,4),0)
        Goto See
    Pain:
    PYRZ G 3
    PYRZ G 3 A_Pain
    goto See
  Death:
    PYRZ H 5
    PYRZ I 5 A_Scream
    PYRZ J 5 A_NoBlocking
    PYRZ KLM 5
    PYRZ N 5000
    stop
  XDeath:
    PYRZ O 5
    PYRZ P 5 A_XScream
    PYRZ Q 5 A_NoBlocking
    PYRZ RS 5
    PYRZ T 5000
    stop
  Raise:
    PYRZ NMLKJIH 5
    goto See
    }
}

ACTOR ZombieFire
{
   Radius 2
   Height 4
   Speed 16
   Damage 1
   PROJECTILE
   RENDERSTYLE ADD
   DamageType HellFire
   ALPHA 0.67
   Scale 0.67
   SeeSound "weapons/flamer"
   DeathSound "weapons/scorch"
   +THRUGHOST
   States
   {
   Spawn:
      NULL A 2 Bright
      FRFX ABCD 2 Bright A_Explode(3,8,0)
      FRFX D 0 Bright A_Lowgravity
      FRFX EFG 2 Bright A_Explode(3,16,0)
      FRFX HIJ 2 Bright A_Explode(3,32,0)
      FRFX KLM 2 Bright A_Explode(3,64,0)
      FRFX NO 2 Bright
      stop
   Death:
      FRFX HIJ 2 Bright A_Explode(3,32,0)
      FRFX J 0 A_CustomMissile ("ZombieDropFire",0,0,0,4)
      FRFX KLM 2 Bright A_Explode(3,64,0)
      FRFX NO 2 Bright
      stop
   }
}

ACTOR ZombieDropFire
{
   Radius 8
   Height 40
   PROJECTILE
   RENDERSTYLE ADD
   DamageType HellFire
   ALPHA 0.90
   -NOGRAVITY
   +LOWGRAVITY
   +NOEXPLODEFLOOR
   +NODAMAGETHRUST
   +THRUGHOST
   States
   {
   Spawn:
      FLME A 1 Bright A_Playsound("weapons/onfire")
      FLME A 1 Bright A_Explode(3,16,0)
      FLME BCDEFGHIJKLMN 2 Bright A_Explode(3,16,0)
      FLME A 1 Bright A_Playsound("weapons/onfire")
      FLME A 1 Bright A_Explode(3,32,0)
      FLME BCDEFGHIJKLMN 2 Bright A_Explode(3,16,0)
      FLME A 1 Bright A_Playsound("weapons/onfire")
      FLME A 1 Bright A_Explode(3,32,0)
      FLME BCDEFGHIJKLMN 2 Bright A_Explode(3,16,0)
      FLME A 1 Bright A_Playsound("weapons/onfire")
      FLME A 1 Bright A_Explode(3,32,0)
      FLME BCDEFGHIJKLMN 2 Bright A_Explode(3,16,0)
      FLME A 1 Bright A_Playsound("weapons/onfire")
      FLME A 1 Bright A_Explode(3,32,0)
      FLME BCDEFGHIJKLMN 2 Bright A_Explode(3,16,0)
      FLME A 0 A_Jump(192,1)
      loop
      NULL A 0
      goto death
   Death:
      NULL A 1 Bright
      stop
   }
}

Actor QuadShotgunZombie
{
  Health 200
  Radius 20
  Height 56
  Mass 100
  Speed 8
  PainChance 60
  Monster
  +FloorClip
  SeeSound "ShotGuy/Sight"
  PainSound "ShotGuy/Pain"
  DeathSound "ShotGuy/Death"
  ActiveSound "ShotGuy/Active"
  Obituary "%o was smeared by a Quad-Shotgun Zombie"
  DropItem "Shell"
  DropItem "Shell"
  DropItem "Shell"
  Dropitem "2CreditDrop"
  DropItem "RandomPowerup",3,1
  States
  {
  Spawn:
    QSZM AAAAAAAAAABBBBBBBBBB 1 A_Look
    Loop
  See:
    QSZM AABBCCDD 2 A_Chase
    Loop
  Missile:
    QSZM EEE 5 A_FaceTarget
	TNT1 A 0 Bright A_PlayWeaponSound("QuadShotgunZombie/QuadFire")
    QSZM F 4 Bright A_CustomBulletAttack(11, 9, 40, 4, "Bulletpuff")
    QSZM EE 6 A_FaceTarget
    QSZM E 0 A_ChangeFlag("NoPain", 1)
    QSZM E 10 A_PlaySoundEx("QuadShotgunZombie/Reload1", "SoundSlot7", 0)
    QSZM E 10 A_PlaySoundEx("QuadShotgunZombie/Reload2", "SoundSlot6", 0)
    QSZM E 10 A_PlaySoundEx("QuadShotgunZombie/Reload3", "SoundSlot7", 0)
    QSZM E 0 A_ChangeFlag("NoPain", 0)
    Goto See
  Pain:
    QSZM G 3
    QSZM G 3 A_Pain
    Goto See
  Death:
    QSZM H 8
    QSZM I 8 A_Scream
    QSZM J 8 A_NoBlocking
    QSZM K 8
    QSZM L -1
    Stop
  XDeath:
    QSZM M 5
    QSZM N 5 A_XScream
    QSZM O 5 A_NoBlocking
    QSZM PQRST 5
    QSZM U -1
    Stop
  Raise:
    QSZM L 5
    QSZM KJIH 5
    Goto See
  }
}

ACTOR EnhancedPlasmaZombie
{
    Health 120
    Radius 20
    Height 56
    Speed 8
    PainChance 50
    MONSTER 
    +FLOORCLIP
	MaxStepHeight 32
	MaxDropOffHeight 168
	+DONTHARMSPECIES
	+NOINFIGHTING
	Species "Enemy"
    SeeSound "grunt/sight"
    AttackSound "grunt/attack"
    PainSound "grunt/pain"
    DeathSound "grunt/death"
    ActiveSound "grunt/active"
    Obituary "%o got burned by an enhanced plasma zombie."
    DropItem "Cell"
	DropItem "2CreditDrop"
	DropItem "ArmorBonus"
	DropItem "HealthBonus"
	DropItem "RandomPowerup",3,1
    MissileType EnhancedPlasmaBall
    States
    {
    Spawn:
        EPLZ AB 6 A_Look
        Loop
    See:
        EPLZ AABBCCDD 2 A_Chase
        Loop
    Missile:
        EPLZ E 5 A_FaceTarget
	PlusMissile:
		TNT1 A 0 A_PlaySound ("Enhanced", CHAN_AUTO, 1)
		TNT1 A 0 A_PlaySound ("EnhancedPlasma/Fire", CHAN_AUTO, 1)
		EPLZ F 1 A_MissileAttack
		EPLZ E 1 A_FaceTarget
		TNT1 A 0 A_Jump(230,"PlusMissile")
        Goto See
    Pain:
        EPLZ G 3
        EPLZ G 3 A_Pain
        Goto See
    Death:
        EPLZ H 5
        EPLZ I 5 A_Scream
        EPLZ J 5 A_Fall
        EPLZ K 5
        EPLZ L 5000
        Stop
    Raise:
        EPLZ KJIH 5
        Goto See
    }
}

ACTOR CyberGore
{
	  obituary "%o was splayed by a Cyber Belphegor... a CyberGore."
	  health 1500
	  radius 24
	  height 72
	  mass 1000
	  speed 10
	  painchance 40
	  MaxStepHeight 32
	  MaxDropOffHeight 168
	  +NOINFIGHTING
		Species "Enemy"
		+DONTHARMSPECIES
	  BloodColor "Green"
	  seesound "cbaron/sight"
	  painsound "cbaron/pain"
	  deathsound "cbaron/death"
	  activesound "cbaron/active"
	  Dropitem "RocketAmmo"
	  Dropitem "RocketAmmo"
	  Dropitem "RocketAmmo"
	  Dropitem "RocketAmmo"
	  Dropitem "2CreditDrop"
	  Dropitem "2CreditDrop"
	  DropItem "RandomPowerup",3,1
	  MONSTER
	  +NORADIUSDMG
	  +DONTHURTSPECIES
	  states
	  {
	  Spawn:
		CGOR AB 10 A_Look
		Loop
	  See:
		CGOR A 3 A_Chase
		CGOR A 3 A_Chase   
		CGOR BB 3 A_Chase
		CGOR CC 3 A_Chase    
		CGOR D 3 A_Chase
		CGOR D 3 A_Hoof
		Loop
	  Missile:
		CGOR E 0 A_Jump(64,"Missile2")
		CGOR E 8 A_FaceTarget
		CGOR E 8 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("Rocket",27,16,-10)
		CGOR F 8 Bright A_CustomMissile("Rocket",27,16,0)
		CGOR E 8 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("Rocket",27,16,10)
		CGOR F 8 Bright A_CustomMissile("Rocket",27,16,0)
		CGOR E 8 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("Rocket",27,16,-5)
		CGOR F 8 Bright A_CustomMissile("Rocket",27,16,5)
		CGOR E 8 A_FaceTarget
		TNT1 A 0 A_Jump(64,"Missile")
		TNT1 A 0 A_Jump(64,"Missile2")
		Goto See
	Missile2:
		CGOR PQ 6 A_FaceTarget 
		TNT1 A 0 A_CustomMissile("BelphegorBall",32,0,-20)
		TNT1 A 0 A_CustomMissile("BelphegorBall",32,0,20)
		CGOR R 6 BRIGHT A_CustomMissile("BelphegorBall",32,0,0)
		TNT1 A 0 A_Jump(128,"Missile2")
		TNT1 A 0 A_Jump(64,"Missile")
		Goto See
	 Pain:
		CGOR H 2
		CGOR H 2 A_Pain
		Goto See
	  Death:
		CGOR I 8
		CGOR J 8 A_Scream
		CGOR K 8 bright A_Playsound("world/barrelx")
		TNT1 A 0 A_Explode(20,64)
		CGOR L 8 bright A_NoBlocking
		CGOR M 8 bright
		CGOR N 8 bright
		CGOR O 5000
		Stop
   }
}       

ACTOR Eliminator
{
	Game Doom
	//SpawnID 205
	Health 465
	Radius 20
	Height 56
	Mass 100
	//BloodColor "Black"
	+NOBLOOD
	Speed 6
	PainChance 25
	Monster
	+FLOORCLIP
	MaxStepHeight 32
	MaxDropOffHeight 168
	+NOINFIGHTING
	Species "Enemy"
	+DONTHARMSPECIES
	SeeSound "eliminator/sight"
	AttackSound "eliminator/attack"
	PainSound "eliminator/pain"
	DeathSound "eliminator/death"
	ActiveSound "eliminator/active"
	Obituary "You were eliminated by an Eliminator!"
	Dropitem "CellPack"
	Dropitem "2CreditDrop"
	DropItem "RandomPowerup",3,1
	States
	{
	Spawn:
		SGG2 AB 10 A_Look
		Loop
	See:
		SGG2 AABBCCDD 3 A_Chase
		SGG2 A 0 A_JumpIfHealthLower(25, "Missile4")
		SGG2 A 0 A_JumpIfHealthLower(100, "Missile3")
		Loop
	Missile:
		SGG2 E 0 A_Jump(60,"Missile2")
		SGG2 E 0 A_Jump(60,"Missile2")
		SGG2 E 6 A_FaceTarget
	MisJump:
		SGG2 E 6 A_FaceTarget
		SGG2 F 10 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,0,0)
		SGG2 E 2 A_Jump(128,"MisJump")
		Goto See
	Missile2:
		SGG2 E 7 A_FaceTarget
		SGG2 E 7 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,5,0)
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,0,0)
		SGG2 F 10 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-5,0)
		SGG2 E 2 A_Jump(64,"Missile2")
		Goto See
	Missile3:
		SGG2 E 8 A_FaceTarget
		SGG2 E 8 A_FaceTarget
		SGG2 F 3 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,0,0)
		SGG2 F 3 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,5,0)
		SGG2 F 3 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-10,0)
		SGG2 F 3 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,15,0)
		SGG2 E 2
		Goto See
		Missile4:
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,0)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,0)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,0)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,0)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_FaceTarget
		SGG2 F 0 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,2,2)
		SGG2 F 2 BRIGHT A_CustomMissile ("EliminatorPlasma",30,15,-2,2)
		SGG2 E 2
		SGG2 E 2 A_Explode
		Goto Death
	Pain:
		SGG2 G 3 A_SpawnItemEx("EliminatorSmokePuff")
		SGG2 G 3 A_Pain 
		Goto See
	Death:
		SGG2 H 5
		SGG2 I 5 A_Scream
		SGG2 J 5 A_NoBlocking
		SGG2 K 5
		SGG2 L -1
		Stop
	XDeath:
		SGG2 M 5
		SGG2 N 5 A_XScream
		SGG2 O 5 A_NoBlocking
		SGG2 PQRST 5
		SGG2 U -1
		Stop
	Raise:
		SGG2 L 5
		SGG2 KJIH 5
		Goto See
	}
}

ACTOR EliminatorPlasma
{
	Game Doom
	Radius 13
	Height 8
	Speed 25
	Damage 8
	Projectile
	+RANDOMIZE
	+RIPPER
	RenderStyle Add
	Alpha 0.8
	SeeSound "weapons/plasmaf"
	DeathSound "weapons/plasmax"
	Obituary "$OB_MPPLASMARIFLE"
	States
	{
	Spawn:
		PLS2 AB 6 Bright
		Loop
	Death:
		PL2D ABCDE 4 Bright
		Stop
	}
}

ACTOR EliminatorSmokePuff
{
	Radius 6
	Height 8
	Speed 10
	+NOBLOCKMAP
	+NOGRAVITY
	+MISSILE
	+NOTELEPORT
	+DONTSPLASH
	Alpha 0.95
	States
	{
	Spawn:
		FRB3 DEFGH 4
		Stop
	}
}


ACTOR CyberCitadelKnight
{
	  Obituary "%o was splayed by a erased by a Cyber Citadel Knight."
	  health 1800
	  radius 26
	  height 76
	  mass 1000
	  speed 10
	  Scale 1.2
	  painchance 30
	  MaxStepHeight 32
	  MaxDropOffHeight 168
	  +NOINFIGHTING
	  Species "Enemy"
	  +DONTHARMSPECIES
	  BloodColor "Blue"
	  seesound "cbaron/sight"
	  painsound "cbaron/pain"
	  deathsound "cbaron/death"
	  activesound "cbaron/active"
	  Dropitem "RocketAmmo"
	  Dropitem "RocketAmmo"
	  Dropitem "RocketAmmo"
	  Dropitem "RocketAmmo"
	  Dropitem "2CreditDrop"
	  Dropitem "2CreditDrop"
	  DropItem "RandomPowerup",3,1
	  MONSTER
	  +NORADIUSDMG
	  +DONTHURTSPECIES
	  states
	  {
	  Spawn:
		CKGT AB 10 A_Look
		Loop
	  See:
		CKGT A 3 A_Chase
		CKGT A 3 A_Chase   
		CKGT BB 3 A_Chase
		CKGT CC 3 A_Chase    
		CKGT D 3 A_Chase
		CKGT D 3 A_Hoof
		Loop
	  Missile:
		TNT1 A 0 A_Jump(64,"Missile2")
		CKGT E 6 A_FaceTarget
	RocketLeft:
		TNT1 A 0 A_Jump(96,"RocketRight")
		TNT1 A 0 A_Jump(96,"RocketCenter")
		CKGT E 6 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("EnhancedRocket",27,16,-10)
		CKGT F 6 Bright A_CustomMissile("EnhancedRocket",27,16,0)
	RocketRight:
		TNT1 A 0 A_Jump(96,"RocketLeft")
		TNT1 A 0 A_Jump(96,"RocketCenter")
		CKGT E 6 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("EnhancedRocket",27,16,10)
		CKGT F 6 Bright A_CustomMissile("EnhancedRocket",27,16,0)
	RocketCenter:
		TNT1 A 0 A_Jump(96,"RocketLeft")
		TNT1 A 0 A_Jump(96,"RocketRight")
		CKGT E 6 A_FaceTarget
		TNT1 A 0 Bright A_CustomMissile("EnhancedRocket",27,16,-5)
		CKGT F 6 Bright A_CustomMissile("EnhancedRocket",27,16,5)
		CKGT E 6 A_FaceTarget
		TNT1 A 0 A_Jump(128,"Missile")
		TNT1 A 0 A_Jump(128,"Missile2")
		Goto See
	Missile2:
		CKGT PQ 5 A_FaceTarget 
		TNT1 A 0 A_CustomMissile("CitadelKnightBall",32,0,-15)
		TNT1 A 0 A_CustomMissile("CitadelKnightBall",32,0,-7.5)
		TNT1 A 0 A_CustomMissile("CitadelKnightBall",32,0,15)
		TNT1 A 0 A_CustomMissile("CitadelKnightBall",32,0,7.5)
		CKGT R 5 BRIGHT A_CustomMissile("CitadelKnightBall",32,0,0)
		TNT1 A 0 A_Jump(128,"Missile2")
		TNT1 A 0 A_Jump(128,"Missile")
		Goto See
	 Pain:
		CKGT H 2
		CKGT H 2 A_Pain
		Goto See
	  Death:
		CKGT I 8
		CKGT J 8 A_Scream
		CKGT K 8 bright A_Playsound("world/barrelx")
		TNT1 A 0 A_Explode(20,64)
		CKGT L 8 bright A_NoBlocking
		CKGT M 8 bright
		CKGT N 8 bright
		CKGT O 5000
		Stop
   }
}   

ACTOR Annihilator 30111 
{
Obituary "The Cyber Annihilator blew %o away with its rockets."
Health 7000 
Radius 38 
Height 80 
Mass 1100 
Speed 16 
PainChance 10 
Scale 1.1
MONSTER
+NOTARGET 
+FLOORCLIP 
+NORADIUSDMG 
+BOSS 
+MISSILEEVENMORE 

MaxStepHeight 32
MaxDropOffHeight 168
+NOINFIGHTING
Species "Enemy"
+DONTHARMSPECIES
Damagefactor "HellFire", 0.0
Damagefactor "Enemy", 0.0

SeeSound "monster/annsit" 
PainSound "cyber/pain" 
DeathSound "monster/anndth" 
ActiveSound "cyber/active" 
DropItem "5CreditDrop"
DropItem "5CreditDrop"
DropItem "RocketBox"
DropItem "RocketBox"
DropItem "RocketBox"
DropItem "RandomPowerup",60,1
States 
   {    
   Spawn: 
       ANNI AB 9 A_Look 
       Loop 
   See: 
       ANNI A 3 A_Playsound ("monster/anhoof")
       ANNI ABBCC 3 A_Chase 
       ANNI D 3 A_Playsound ("monster/anhoof") 
       ANNI D 3 A_Chase 
       Loop 
   Missile:
       ANNI E 0 A_Jump (128,"Missile2")
       ANNI E 6 A_FaceTarget 
       ANNI F 0 Bright A_CustomMissile ("Rocket2",40,27,0)
       ANNI F 12 Bright A_CustomMissile ("Rocket2",40,-27,0)
       ANNI E 12 A_FaceTarget 
       ANNI F 0 Bright A_CustomMissile ("Rocket2",40,27,0)
       ANNI F 12 Bright A_CustomMissile ("Rocket2",40,-27,0) 
       ANNI E 12 A_FaceTarget 
       ANNI F 0 Bright A_CustomMissile ("Rocket2",40,27,0)
       ANNI F 12 Bright A_CustomMissile ("Rocket2",40,-27,0)
       TNT1 A 0 A_Jump (128,"Missile")
       Goto See
	Missile2:
       ANNI E 6 A_FaceTarget 
       ANNI F 0 Bright A_CustomMissile ("HomRocket1",40,27,0)
       ANNI F 12 Bright A_CustomMissile ("HomRocket1",40,-27,0)
	   TNT1 A 0 A_Jump (128,"Missile2")
       ANNI E 12 A_FaceTarget 
       ANNI F 0 Bright A_CustomMissile ("HomRocket1",40,27,0)
       ANNI F 12 Bright A_CustomMissile ("HomRocket1",40,-27,0)   
	   TNT1 A 0 A_Jump (64,"Missile")
	   TNT1 A 0 A_Jump (64,"Missile2")
       Goto See 
   Pain: 
       ANNI G 10 A_Pain 
       Goto See 
   Death: 
       ANNI H 10 Bright
       ANNI I 10 Bright A_Scream 
       ANNI JKL 10 Bright
       ANNI M 10 Bright A_NoBlocking 
       ANNI NO 10 Bright
       ANNI P 30 
       ANNI P -1 A_BossDeath 
   } 
}

actor Rocket2
{
  obituary "%o rode %k's rocket."
  radius 11
  height 8
  speed 20
  damage 20
  seesound "weapons/rocklf"
  deathsound "weapons/rocklx"
  PROJECTILE  
  +RANDOMIZE
  +ROCKETTRAIL
  +THRUGHOST
  Decal Scorch
  DamageType "Enemy"
  states
  {
  Spawn:
    MISL A 1 bright
    loop
  Death:
    MISL B 0 bright A_SetTranslucent (0.67,1)
    MISL B 8 bright A_Explode
    MISL C 6 bright
    MISL D 4 bright
    stop
  }
}

ACTOR HomRocket1
{
   Radius 8
   Height 11
   Speed 30
   Damage 10
   PROJECTILE
   DeathSound "weapons/hrlexp"
   ExplosionDamage 64
   ExplosionRadius 96
   +SeekerMissile
   +Rockettrail
   +THRUGHOST
   SeeSound "weapons/hrlfir"
   Decal Scorch
   DamageType "Enemy"
   States
   {
   Spawn:
      HMIS A 4 Bright A_SeekerMissile (25,35)
      HMIS A 4 Bright
      HMIS A 2 Bright A_SeekerMissile (10,25)
      HMIS A 2 Bright
      goto Spawn+2
   Death:
      BAL3 C 0 Bright A_SetTranslucent (0.67,1)
      BAL3 C 8 Bright A_Explode
      BAL3 DE 5 Bright
      stop
   }
}

