Actor ZSecPistolCastCall
{
  seesound "grunt/sight"
  deathsound "grunt/death"
  MONSTER
  states
  {
  Spawn:
    ZSC1 A 10 A_Look
    Loop
  See:
    ZSC1 AABBCCDD 4 A_Chase
    Goto See
  Missile:
    ZSC1 E 10 A_FaceTarget
    ZSC1 F 0 bright A_PlaySound("ZSec/Pistol")
    ZSC1 F 2 bright A_CustomBulletAttack(3, 3, 1, 3, "XaserPuff_NoTaunt")
    ZSC1 E 10 A_FaceTarget
	Goto See
  Death:
    ZSC1 G 5
    ZSC1 H 5 A_Scream
    ZSC1 I 5 A_NoBlocking
    ZSC1 JK 5
    ZSC1 L -1
    Stop
  }
}

ACTOR BlasterSoldierCastCall
{
  Monster
  SeeSound "BlasterSoldier/Sight"
  DeathSound "BlasterSoldier/Death"
  States
  {
  Spawn:
    POFD A 10 A_Look
    Loop
  See:
    POFD AABBCCDD 4 A_Chase	
    Loop
  Missile:
    POFD E 4 A_FaceTarget
	POFD E 0 A_PlaySound("Q2Soldier/Blaster")
    POFD F 11  A_CustomMissile("Q2SoldierProjectile",35,8,0)
    POFD E 3 A_FaceTarget
	POFD E 0 A_PlaySound("Q2Soldier/Blaster")
    POFD F 8  A_CustomMissile("Q2SoldierProjectile",35,8,0)
    POFD E 8
    Goto See
  Death:
    POFD H 5 A_Scream
    POFD I 5
    POFD J 5 A_NoBlocking
    POFD K 5
    POFD L -1
    Stop
  }
}

actor EvilMarine_RifleCastCall
{
  Monster
  SeeSound "bgrunt/see"
  DeathSound "bgrunt/death"
  translation "112:127=%[0, 0, 0]:[2, 1, 0.5]"
  States
  {
  Spawn:
	MARR E 10 A_Look
    Loop
  See:
	MARR AABBCCDD 2 A_FastChase
	Loop
  Missile:
	MARR E 10 A_FaceTarget
	MARR F 2 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	MARR E 2
	MARR F 2 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	MARR E 2
	MARR F 2 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	MARR E 6
	MARR E 2
	MARR F 2 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	MARR E 2
	MARR F 2 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	MARR E 2
	MARR F 2 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	MARR E 2
	MARR E 6
	MARR F 2 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	MARR E 2
	MARR F 2 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	MARR E 2
	MARR F 2 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	MARR E 6
	Goto See
  Death:
	PLA1 H 5
	PLA1 I 5 A_Scream
	PLA1 J 5 A_NoBlocking
	PLA1 KLM 5
	PLA1 N -1
	Stop
  }
}

Actor ZSpecOpsShotgunCastCall
{
  SeeSound "shotguy/Sight"
  DeathSound "shotguy/Death"
  Monster
  States
  {
  Spawn:
    ZSP1 A 10 A_Look
    Loop
  See:
	ZSP1 AABBCCDD 4 A_Chase
  Missile:
    ZSP1 EEE 4 A_FaceTarget
    ZSP1 F 0 Bright A_PlayWeaponSound("Weapons/ShotGF")
    ZSP1 F 2 Bright A_CustomBulletAttack(8, 6, 7, 4, "FirestickPuff")
    ZSP1 EEE 2 A_FaceTarget
    Goto See
  Death:
    ZSP1 H 5
    ZSP1 I 5 A_Scream
    ZSP1 J 5
    ZSP1 K 5 A_NoBlocking
    ZSP1 L -1
	Stop
  }
}

actor EvilMarine_ShotgunCastCall
{
  Monster
  SeeSound "bgrunt/see"
  DeathSound "bgrunt/death"
  translation "112:127=%[0, 0, 0]:[2, 1, 0]"
  States
  {
  Spawn:
	PLA3 E 10 A_Look
    Loop
  See:
	PLA3 AABBCCDD 2 A_FastChase	
	Loop
  Missile:
	PLA3 E 10 A_FaceTarget
	PLA3 F 10 bright A_CustomBulletAttack(22.5, 0, 3, random(1,5)*3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	PLA3 E 10
	Goto See
  Death:
	PLA3 H 5 A_Scream
	PLA3 I 5 A_NoBlocking
	PLA3 JK 3
	PLA3 L -1
	Stop
   }
}

Actor ChaingunMajorCastCall : ChaingunMajor
{
  States
  {
  See:
    CPS2 AABBCCDD 3 A_Chase
    Loop
  }
}

actor EvilMarine_MinigunCastCall
{
  Monster
  SeeSound "bgrunt/see"
  DeathSound "bgrunt/death"
  translation "112:127=%[0, 0, 0]:[2, 0, 0]"
  States
  {
  Spawn:
	PLA4 E 10 A_Look
    Loop
  See:
	PLA4 AABBCCDD 2 A_FastChase	
	Loop
  Missile:
	PLA4 E 10 A_FaceTarget
	PLA4 G 1 bright A_CustomBulletAttack(22.5, 0, 3, random(1,5)*3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	PLA4 E 1
	PLA4 G 1 bright A_CustomBulletAttack(22.5, 0, 3, random(1,5)*3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	PLA4 E 1 A_SpidRefire
	Goto Missile+1
  Death:
	XPL1 A 10
	XPL1 B 10
	XPL1 C 10 A_NoBlocking
	XPL1 BCDE 10
	XPL1 F -1
	Stop
   }
}

ACTOR ZombieScientistCastCall
{
  seesound "scientist/sight"
  deathsound "scientist/death"
  MONSTER
  States
  {
   Spawn:
    SCZA A 10 A_Look
    loop
  See:
    SCZA AABBCCDD 4 A_Chase
    loop
  Melee:
	SCZA E 0 A_PlaySound("scientist/attack", 2)
    SCZA E 8 A_FaceTarget
    SCZA F 16 A_CustomMeleeAttack (random (2, 6) *5, "scientist/hit", "scientist/whoosh")
    SCZA E 4
    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 -1
    stop
  }
}

actor HellhoundCastCall
{ 
	Monster
	Deathsound "Hellhound/die"
	SeeSound "Hellhound/sit"
	States
	{
  	Spawn:
		HNCC A 10 A_Look 
		Loop
	See:
		HNCC AABBCCDDEEFF 2 A_Chase
		Loop
	Melee:
		HNCC H 5 A_FaceTarget
		HNCC I 7 A_SargAttack
		HNCC A 7
		Goto See
	Death:
		HNCC K 6
		HNCC L 5 A_Scream
		HNCC M 4
		HNCC N 4 A_NoBlocking
		HNCC O 4
		HNCC P 4
		HNCC Q 4
		HNCC R -1
		Stop
	}
}

actor AdvancedHellhoundCastCall
{ 
	Scale .4
	Monster
	Deathsound "AdvancedHound/die"
	SeeSound "AdvancedHound/sit"
	States
	{
  	Spawn:
		AHOU A 10 A_Look 
	See:
		AHOU BBCCDDEEFF 2 A_Chase
		Loop
	Missile:
		AHOU G 5 A_FaceTarget
		AHOU H 7 A_FatAttack2
		AHOU A 7
		AHOU I 5 A_FaceTarget
		AHOU J 7 A_FatAttack1
		AHOU A 7
		Goto See
	Death:
		AHOX H 5
		AHOX I 5 A_Scream
		AHOX J 5 A_NoBlocking
		AHOX KLMNOP 5
		AHOX Q -1
		Stop
	}
}

Actor GamingMarineCloneCastCall
{
  Monster
  SeeSound "GamingMarineClone/sight"
  DeathSound "GamingMarineClone/death"
  translation "112:127=[0,128,192]:[0,0,0]"
  States
  {
  Spawn:
	GMRN Z 10 A_Look
    Loop
  See:
	GMRN AABBCCDD 2 A_Chase
	Loop
  Missile:
	GMRN E 10 A_FaceTarget
	GMRN F 1 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	GMRN E 2
	GMRN F 1 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	GMRN E 2
	GMRN F 1 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	GMRN E 2
	GMRN F 1 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	GMRN E 2
	GMRN F 1 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	GMRN E 2
	GMRN F 1 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	GMRN E 2
	GMRN F 1 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	GMRN E 2
	GMRN F 1 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	GMRN E 2
	GMRN F 1 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	GMRN E 2
	GMRN F 1 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	GMRN E 2
	GMRN F 1 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	GMRN E 2
	GMRN F 1 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	GMRN E 2
	GMRN F 1 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	GMRN E 2
	GMRN F 1 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	GMRN E 2
	GMRN F 1 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	GMRN E 2
	GMRN F 1 Bright A_CustomBulletAttack (22.5, 0, 1, random(1,5) * 3, "XaserPuff_NoTaunt", 0, CBAF_NORANDOM)
	GMRN E 2
	Goto See
  Melee:
	GMRN E 0 A_PlaySound("GamingMarineClone/Ready")
	GMRN E 35 A_FaceTarget
	GMRN F 12 A_CyberAttack
	GMRN E 12
	Goto See
  Death:
	GMRN G 0 A_Scream
	GMRN G 20
	YXPL ABCDEFGHIJKLMNOPQ 3
	Stop
   }
}

ACTOR MasterForceLordCastCall
{
  SeeSound "ForceLord/Sight"
  DeathSound "misc/gibbed8"
  States
  {
  Spawn:
	MNTR A 10 A_Look
	Loop
  See:
	MNTR AABBCCDD 5 A_Chase
	Loop
  Melee:
	MNTR WVW 3
	MNTR X 53 A_SargAttack
	MNTR W 5
	Goto See
  Death:
	MNTR E 5 A_Scream
	MNTR GHIJKLMNOPQRS 5
	MNTR T -1
    Stop
  }
}