ACTOR HellClone 28914
{ 
Monster
Health 1000
Radius 20
Height 56
Speed 20
Mass 800
PainChance 50
Damagefactor 1.0
Damagefactor "ZombieDemonTech", 0
Damagefactor "RedZombieDemonTech", 0
DamageFactor "RedZDemonTechProjectile", 0.0
Damagefactor "ZombieRocket", 0
Damagefactor "GeneralTracer", 0
DamageFactor "EMGEx", 0
DamageFactor "RST", 0.0
DamageFactor "SoulToxic", 0.0
DamageFactor "BeheComet", 0.0
DamageFactor "FatFlamer", 0.0
Damagefactor "HTZombie", 0.0
DamageFactor "MiniRocket", 0.0
DamageFactor "ZombieCannon", 0.0
Damagefactor "ZExplosiveBullets", 0.0
Damagefactor "ZGrenade", 0.0
+FLOORCLIP
+MISSILEMORE
+MISSILEEVENMORE
+DONTHARMSPECIES
+QUICKTORETALIATE
Species "Zombie"
DropItem "PortableMedkit" 120
DropItem "ArmorPlate" 120
DropItem "AmmoPack" 100
DropItem "HandGrenadeAmmo" 200 1
DropItem "MineAmmo" 100 1
DropItem "NewShell" 200 8
DropItem "Missile" 200 1
DropItem "Missile" 200 1
DropItem "DemonAmmo" 162 80
DropItem "BackPack" 122 1
DropItem "NewShellBox" 70 1
DropItem "MissileBox" 80 6
DropItem "DemonAmmoBox" 60 200
DropItem "DoubleBarrelShotgun" 100 1
DropItem "DemonTechRifle" 80 1
DropItem "RocketLauncher" 80 1
DropItem "GrenadeLauncher" 80 1
AttackSound ""
SeeSound "HellClone/sight"
PainSound "HellClone/pain"
DeathSound "HellClone/death"
ActiveSound "HellClone/active"
Obituary "%o was fragged by a Hell Clone"
Tag "$NEHellClone"
var int user_lowlag;
Translation "48:63=80:95","64:79=96:111"
States
	{
	Spawn:
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ModifyMonster",0,1)
		Goto Idle
	Idle:
		PRAI A 10 A_Look
		PRAI A 10 A_Look
		Loop
  See:
	TNT1 A 0 A_JumpIf(user_lowlag == 1,"MoreSee")
	TNT1 A 0 A_JumpIfTargetInLOS("MoreSee",0,0,0,0)
	PRAI ABCD 2 A_Chase
	Loop
  MoreSee:
	TNT1 A 0 A_SetUserVar("user_lowlag",1)
		PRAI AABB 2 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
		PRAI CCDD 2 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		Loop
	Strafing:
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		PRAI AABB 3 A_GiveInventory("DTZombieStrafing",1)
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		PRAI CCDD 3 A_GiveInventory("DTZombieStrafing",1)
		Goto See
	Pause:
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		PRAI A 20 A_PlaySound("weapons/demontechsteam")
		Goto See
	PauseNoDTR:
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PLA5 A 10
		Goto See
	PauseGrenade:
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		MGMR A 10
		Goto See
	Missile:
		TNT1 A 0 A_SetShootable
		TNT1 A 0 A_JumpIfCloser(500,"SSG")
		TNT1 A 0 A_JumpIfCloser(500,"Grenadier")
		TNT1 A 0 A_Jump(64,"Rocket")
	Normal: 
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PRAI E 2 A_FaceTarget
		TNT1 A 0 A_CustomMissile("ZDemonTechProjectile",35,0,random(-8,8),0)
		PRAI F 2 Bright A_PlaySound("weapons/demontechfire",CHAN_WEAPON)
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		TNT1 A 0 A_Jump(10,"Pause")
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		TNT1 A 0 A_SpidRefire
		Goto Normal+1
	Rocket:
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PLA5 E 8 A_FaceTarget
		TNT1 A 0 A_ChangeFlag("NOPAIN",1)
		PLA5 F 6 Bright A_CustomMissile("CFZombieRocket", 30, 0, 0)
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PLA5 E 8 A_PlaySound("rocket/drumspin")
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		TNT1 A 0 A_Jump(30,"PauseNoDTR")
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		TNT1 A 0 A_SpidRefire
		Goto Rocket+1
	Grenadier:
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		MGMR E 8 A_FaceTarget
		TNT1 A 0 A_ChangeFlag("NOPAIN",1)
		MGMR F 6 Bright A_CustomMissile("ZombieGrenadeRifle", 30, 0, 0)
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		MGMR E 8 A_PlaySound("rocket/drumspin")
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		TNT1 A 0 A_Jump(30,"PauseGrenade")
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		TNT1 A 0 A_SpidRefire
		Goto Grenadier+1
	SSG:
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		PLA9 E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/sshotf")
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		TNT1 AAAAAAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
		PLA9 F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3)
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		PLA9 E 6 A_FaceTarget
		PLA9 E 3 A_PlaySound("weapons/sawedopen")
		TNT1 A 0 A_SpawnItemEx("ShellCasing", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		PLA9 E 1 A_SpawnItemEx("ShellCasing", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		PLA9 E 3 A_PlaySound("weapons/shellslide")
		PLA9 E 4 A_GiveInventory("HellCloneStrafing",1)
		PLA9 E 3 A_PlaySound("weapons/sawedclose")	
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		Goto See
	Pain:
		TNT1 A 0 A_Jump(128,"PainMissile")
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PRAI G 3 A_Pain
		Goto See
	PainMissile:
		PRAI G 1
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PRAI G 3 A_Pain
		Goto Missile
	Death:
		PRAI H 5 A_Scream
		PRAI I 5 A_Fall
		PRAI J 5 A_SpawnItem("BodyCrash",0,0,0,0)
		PRAI K 5
		PRAI L 5
		PRAI M 5
		PRAI N -1
		Stop
	XDeath:
		PRAI O 3
		PRAI P 3 A_XScream
		PRAI Q 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		PRAI R 3 A_Fall
		PRAI STUV 3
		PRAI W -1 
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		PRAI NMLKJIH 5
		Goto See
	}
}

ACTOR ZombieGrenadeRifle : RifleGrenade
{
  DamageType "ZombieRocket"
}

ACTOR HellClone2 : HellClone 28915
{ 
DropItem "PortableMedkit" 120
DropItem "ArmorPlate" 120
DropItem "AmmoPack" 100
DropItem "HandGrenadeAmmo" 200 1
DropItem "MineAmmo" 100 1
DropItem "NewShell" 200 8
DropItem "NewShell" 200 8
DropItem "NewShell" 200 8
DropItem "BackPack" 122 1
DropItem "NewShellBox" 120
DropItem "Hexa-Shotgun" 100 1
DropItem "ExplosiveSSG" 75 1
Tag "$NEHellClone"
States
	{
	Spawn:
		PLA9 A 10 A_Look
		PLA9 A 10 A_Look
		Loop
	See:
		PLA9 AABB 2 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
		PLA9 CCDD 2 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		Loop
	Strafing:
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		PLA9 AABB 3 A_GiveInventory("DTZombieStrafing",1)
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		PLA9 CCDD 3 A_GiveInventory("DTZombieStrafing",1)
		Goto See
	Missile:
		TNT1 A 0 A_SetShootable
		TNT1 A 0 A_JumpIfCloser(1000,"Hexa")
	Normal: 
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		PLA9 E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("ExpSSG/Fire")
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		TNT1 AAAAAAAAAA 0 Bright A_CustomMissile("MinigunnerExplosiveTracer",Random(26,29),0,Random(8,-8),0)
		PLA9 F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3)
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PLA9 E 6 A_FaceTarget
		PLA9 E 3 A_PlaySound("weapons/sawedopen")
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		PLA9 E 1 A_SpawnItemEx("OrangeShellCasing", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		PLA9 E 3 A_PlaySound("weapons/shellslide")
		PLA9 E 4 A_GiveInventory("HellCloneStrafing",1)
		PLA9 E 3 A_PlaySound("weapons/sawedclose")	
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		Goto See
	Hexa:
		TNT1 A 0 A_Jump(130,"Normal")
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		PHST E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/hsgfire")
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
		PHST F 5 Bright A_CustomBulletAttack(15.4,10.6,37,Random(1,4)*3)
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PHST E 15 A_FaceTarget
		PHST E 3 A_PlaySound("weapons/sawedopen")
		PHST EEEEEE 0 A_SpawnItemEx("SSGShellCasing",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)
		PHST E 6 A_PlaySound("weapons/qsgshellslide")	
		PHST E 4 A_GiveInventory("HellCloneStrafing",1)
		PHST E 6 A_PlaySound("weapons/qsgshellslide")	
		PHST E 4 A_GiveInventory("HellCloneStrafing",1)
		PHST E 6 A_PlaySound("weapons/qsgshellslide")	
		PHST E 4 A_GiveInventory("HellCloneStrafing",1)
		PHST E 3 A_PlaySound("weapons/qsgclose")	
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		Goto See
	Pain:
		TNT1 A 0 A_Jump(128,"PainMissile")
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PLA9 G 3 A_Pain
		Goto See
	PainMissile:
		PLA9 G 1
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PLA9 G 3 A_Pain
		Goto Missile
	Death:
		TNT1 A 0
		PLA9 H 5 A_Scream
		PLA9 I 5 A_Fall
		PLA9 J 5 A_SpawnItem("BodyCrash",0,0,0,0)
		PLA9 K 5
		PLA9 L 5
		PLA9 M 5
		PLA9 N -1
		Stop
	XDeath:
		PLA9 O 3
		PLA9 P 3 A_XScream
		PLA9 Q 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		PLA9 R 3 A_Fall
		PLA9 STUV 3
		PLA9 W -1 
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		PLA9 NMLKJIH 5
		Goto See
	}
}

ACTOR HellClone3 : HellClone 28916
{ 
DropItem "PortableMedkit" 120
DropItem "ArmorPlate" 120
DropItem "AmmoPack" 100
DropItem "HandGrenadeAmmo" 200 1
DropItem "MineAmmo" 100 1
DropItem "BulletMag" 200 10
DropItem "BulletMag" 200 10
DropItem "BulletMag" 200 10
DropItem "BackPack" 122 1
DropItem "BulletBox" 128
DropItem "CellPack", 200, 100
DropItem "ExplosiveMinigun" 120 1
DropItem "AntimatterRepeater" 75 1
Tag "$NEHellClone"
States
	{
	Spawn:
		XPMS A 10 A_Look
		XPMS A 10 A_Look
		Loop
	See:
		XPMS AABB 2 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
		XPMS CCDD 2 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		Loop
	Strafing:
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		XPMS AABB 3 A_GiveInventory("DTZombieStrafing",1)
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		XPMS CCDD 3 A_GiveInventory("DTZombieStrafing",1)
		Goto See
	Missile:
		TNT1 A 0 A_SetShootable
		TNT1 A 0 A_JumpIfCloser(128,"AMRepeater")
	Normal: 
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstart")
		XPMS E 15 A_FaceTarget
	ExMinigun:
		TNT1 A 0 A_PlaySoundEx("weapons/expmgunspin","Voice")
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		TNT1 A 0 A_PlaySound("sentient/fire")
		TNT1 A 0 A_CustomMissile("MinigunnerExplosiveTracer",Random(30,34),0,Random(15,-15),0)
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", 12, 6, 28, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		XPMS E 4 Bright A_FaceTarget
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		TNT1 A 0 A_PlaySound("sentient/fire")
		TNT1 A 0 A_CustomMissile("MinigunnerExplosiveTracer",Random(30,34),0,Random(15,-15),0)
		TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", 12, 6, 28, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		XPMS E 4 Bright A_FaceTarget
		TNT1 A 0 A_Jump(10,"Pause")
		Loop
	Pause:
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		TNT1 A 0 A_PlaySound("weapons/expmgunspinstop")
		TNT1 A 0 A_StopSoundEx("Voice")
		TNT1 A 0 A_JumpIfCloser(100,"AMRepeater")
		Goto Strafing
	AMRepeater:
		TNT1 A 0 A_ChangeFlag(NOPAIN,1)
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		TNT1 A 0 A_GiveInventory("RepeaterZombieFiring",1)
		TNT1 A 0 A_PlaySound("PlasmaRepeater/Spin",7)
		ANEP EEEEEEE 3 A_FaceTarget
	AMRepeaterFire:
		ANEP F 1 Bright A_CustomMissile("ZombieRepeaterAntimatter",32,0,random(-8,8))
		ANEP F 1 A_FaceTarget
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		ANEP F 1 Bright A_CustomMissile("ZombieRepeaterAntimatter",32,0,random(-8,8))
		ANEP F 1 A_FaceTarget
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		TNT1 A 0 A_Jump(10,"SpinDown")
		Loop
	SpinDown:
		TNT1 A 0 A_PlaySound("PlasmaRepeater/Down",7)
		TNT1 A 0 A_TakeInventory("RepeaterZombieFiring",1)
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		ANEP EEEEEE 3
		Goto Strafing
	Pain:
		TNT1 A 0 A_Jump(128,"PainMissile")
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		XPMS G 3 A_Pain
		Goto See
	PainMissile:
		XPMS G 1
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		XPMS G 3 A_Pain
		Goto Missile
	Death:
		TNT1 A 0
		XPMS H 5 A_Scream
		XPMS I 5 A_Fall
		XPMS J 5 A_SpawnItem("BodyCrash",0,0,0,0)
		XPMS K 5
		XPMS L 5
		XPMS M 5
		XPMS N -1
		Stop
	XDeath:
		XPMS O 3
		XPMS P 3 A_XScream
		XPMS Q 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		XPMS R 3 A_Fall
		XPMS STUV 3
		XPMS W -1 
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		XPMS NMLKJIH 5
		Goto See
	}
}

ACTOR HellClone4 : HellClone 28917
{ 
DropItem "PortableMedkit" 120
DropItem "ArmorPlate" 120
DropItem "AmmoPack" 100
DropItem "HandGrenadeAmmo" 200 1
DropItem "MineAmmo" 100 1
DropItem "NewCell" 200 50
DropItem "NewCell" 200 50
DropItem "NewCell" 200 50
DropItem "BackPack" 122 1
DropItem "CellPack" 128 100
DropItem "CellPack", 200 100
DropItem "CFBFG10K" 100 1
DropItem "BFG9500" 100 1
Tag "$NEHellClone4"
States
	{
	Spawn:
		PB10 A 10 A_Look
		TNT1 A 0 A_PlayWeaponSound("weapons/bfg15kidle")
		PB10 A 10 A_Look
		Loop
	See:
		TNT1 A 0 A_PlayWeaponSound("weapons/bfg15kidle")
		PB10 AABB 2 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_JumpIfTargetInLOS("Strafing")
		PB10 CCDD 2 A_Chase
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		Loop
	Strafing:
		TNT1 A 0 A_PlayWeaponSound("weapons/bfg15kidle")
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		PB10 AABB 3 A_GiveInventory("DTZombieStrafing",1)
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_Chase("","Missile",CHF_DONTMOVE)
		PB10 CCDD 3 A_GiveInventory("DTZombieStrafing",1)
		Goto See
	Missile:
		TNT1 A 0 A_SetShootable
		TNT1 A 0 A_Jump(128,"BFG15K")
	Normal:
		TNT1 A 0 A_ChangeFlag("NOPAIN",1)
		TNT1 A 0 A_PlayWeaponSound("weapons/charge15k")
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		PB10 E 25 A_FaceTarget
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		PB10 F 3 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PB10 E 5 A_FaceTarget
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		PB10 F 3 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PB10 E 5 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		PB10 F 3 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PB10 E 5 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		PB10 F 3 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PB10 E 5 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		PB10 F 3 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PB10 E 5 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		PB10 F 3 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PB10 E 5 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		PB10 F 3 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PB10 E 5 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/bfg15kfire")
		PB10 F 3 Bright A_CustomMissile("General10KProjectile", 30, 0, Random(-4, 4))
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PB10 E 30 A_PlaySound("weapons/bfg15kcooldown")     
		Goto See
	BFG15K:
		TNT1 A 0 A_ChangeFlag("NOPAIN",1)
		TNT1 A 0 A_PlaySound("weapons/charge15k")
		PB10 E 10 A_FaceTarget
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		PB10 E 6 A_FaceTarget
		TNT1 A 0 A_GiveInventory("HellCloneStrafing",1)
		TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
		PB10 F 6 Bright A_CustomMissile("ZombieBFG15KBall",34,0,0)
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PB10 E 5 A_FaceTarget
		TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
		PB10 F 6 Bright A_CustomMissile("ZombieBFG15KBall",34,0,0)
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PB10 E 5 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
		PB10 F 6 Bright A_CustomMissile("ZombieBFG15KBall",34,0,0)
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PB10 E 5 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
		PB10 F 6 Bright A_CustomMissile("ZombieBFG15KBall",34,0,0)
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PB10 E 5 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
		PB10 F 6 Bright A_CustomMissile("ZombieBFG15KBall",34,0,0)
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PB10 E 5 A_FaceTarget
		TNT1 A 0 Bright A_PlaySound("weapons/bfg15kfire")
		PB10 F 6 Bright A_CustomMissile("ZombieBFG15KBall",34,0,0)
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PB10 E 20 A_PlaySound("weapons/bfg15kcooldown")
		Goto See
	Pain:
		TNT1 A 0 A_Jump(128,"PainMissile")
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PB10 G 3 A_Pain
		Goto See
	PainMissile:
		PB10 G 1
		TNT1 A 0 A_GiveInventory("DTZombieStrafing",1)
		PB10 G 3 A_Pain
		Goto Missile
	Death:
		TNT1 A 0
		PB10 H 5 A_Scream
		PB10 I 5 A_Fall
		PB10 J 5 A_SpawnItem("BodyCrash",0,0,0,0)
		PB10 K 5
		PB10 L 5
		PB10 M 5
		PB10 N -1
		Stop
	XDeath:
		PB10 O 3
		PB10 P 3 A_XScream
		PB10 Q 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		PB10 R 3 A_Fall
		PB10 STUV 3
		PB10 W -1 
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		PB10 NMLKJIH 5
		Goto See
	}
}

ACTOR ZombieRepeaterAntimatter : FastProjectile
{
PROJECTILE
Height 1
Radius 1
Speed 200
Scale 0.10
RenderStyle Add
Alpha 0.85
+NOEXTREMEDEATH
+THRUSPECIES
Decal EDTRScorch
Species "ZombieDeud"
DamageType "GeneralTracer"
SeeSound "OverseerPlasma/fire"
DeathSound "OverseerPlasma/explode"
States
	{
	Spawn:
		TRA2 A 1 Bright
		Loop
	Death:
	XDeath:
		TNT1 A 0 Bright
		TNT1 A 1 Bright A_SpawnItemEx("PlayerAntimatterRepeaterEx",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)
		Stop
	}
}

Actor ZombieAntimatterRepeaterEx
{
   Radius 3
   Height 3
   RENDERSTYLE ADD
   ALPHA 0.75
   Species "ZombieDeud"
   DamageType "GeneralTracer"
   +NOBLOCKMAP
   +NOTELEPORT
   +NOGRAVITY
   +FORCERADIUSDMG
   States
   {
   Spawn:
	  TNT1 A 0
	  TNT1 A 0 A_Explode(32,88)
	  TNT1 A 0 A_SpawnItemEx("BFGShockwaveOrange",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	  TNT1 AA 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	  TNT1 AAAA 0 A_CustomMissile("AMKaboom13",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
      BLAS A 1 Bright
      BLAS A 2 Bright A_Detonate
      BLAS BCDEFG 3 Bright
      stop
   }
}

Actor HellCloneStrafing : CustomInventory
{
  +INVENTORY.QUIET
  +INVENTORY.UNDROPPABLE
  +INVENTORY.ALWAYSPICKUP
  +INVENTORY.AUTOACTIVATE       
  +COUNTITEM
  Inventory.Amount 1
  Inventory.MaxAmount 0
  +NOTIMEFREEZE
  States
  {
  Pickup:
    NULL A 1 
	NULL A 1 A_Jump(188,2)
	NULL A 1 A_GiveInventory("LegZombieJumping",1)
	NULL A 1 A_JumpIf(velx != 0 || vely != 0,2)
	NULL A 1 A_Jump(256,2)
	NULL A 1 A_Jump(235,5)
	NULL A 1 A_JumpIfInventory("LegZombieStrafeSens",1,3)
	NULL A 1 A_GiveInventory("LegZombieStrafeSens",1)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 A_TakeInventory("LegZombieStrafeSens",1)
	NULL A 1 A_JumpIfInventory("LegZombieStrafeSens",1,3)
	NULL A 1 ThrustThing(angle*256/360+38.7,3,0,0)
	NULL A 1 A_Jump(256,2)	
	NULL A 1 ThrustThing(angle*256/360+38.7,-3,0,0)
    NULL A 1 A_FaceTarget
	NULL A 1 A_Jump(24,2)
	NULL A 1 A_JumpIfCloser(300,2)
	NULL A 1 A_Recoil(-1)
    Stop
	NULL A 1 A_Recoil(1)
    Stop	
  }
}