//just for fun, they dont spawn naturally

ACTOR RunedFormerLieutenant : FormerLieutenant
{ 
Health 1400
Speed 34
Mass 100
PainChance 15
+Boss
damagefactor 0.5
DamageFactor "Legendary", 0.35
DamageFactor "PlayerNemesisPlasma", 0.3
DamageFactor "TrueLegendaryDamage", 0.3
DamageFactor "TrueLegendaryPlayer", 0.3
DropItem "PortableMedkit" 150
DropItem "ArmorPlate" 150
DropItem "AmmoPack" 120
DropItem "HandGrenadeAmmo" 200 1
DropItem "MineAmmo" 200 1
DropItem "Backpack" 100 1
DropItem "NewShell" 256 16
DropItem "Quad Barrel Shotgun" 256 1
DropItem "MarineBeacon" 25 1
DropItem "HellsExpensiveContract", 256
Tag "\c[o6]True Pro Former Lieutenant\c- (\c[z3]Legendary\c- + \cqVitality\c- + \c[m6]Agility\c- Runes)"
States
{
Spawn:
    CNSG A 5 A_Look
	TNT1 A 0 A_SpawnItem("RandomHellionSmoke",0,0,0,0)
    Loop
See:
    TNT1 A 0 A_GiveInventory("LegendaryRuneDamageForEnemiesGiver",1)
    CNSG AABB 3 A_Chase
	TNT1 A 0 A_SpawnItem("RandomHellionSmoke",0,0,0,0)
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    CNSG CCDD 3 A_Chase
	TNT1 A 0 A_SpawnItem("RandomHellionSmoke",0,0,0,0)
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 HealThing(10)
    Loop
Missile:
	TNT1 A 0 A_JumpIfInventory("QSGZombieToken",2,"Reload")
	TNT1 A 0 A_JumpIfCloser(325,"Quad")
Normal:
	TNT1 AAA 0 A_GiveInventory("LegZombieStrafing",1)
    CNSG E 15 A_FaceTarget
	TNT1 A 0 A_SpawnItem("RandomHellionSmoke",0,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/qsgdoublefire")
	TNT1 A 0 A_GiveInventory("QSGZombieToken",1)
	TNT1 AAAAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
    CNSG F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3)
	TNT1 AA 0 A_GiveInventory("LegZombieStrafing",1)
    CNSG E 15 A_FaceTarget
	TNT1 A 0 A_SpawnItem("RandomHellionSmoke",0,0,0,0)
	TNT1 A 0 A_JumpIfInventory("QSGZombieToken",2,"Reload")
	TNT1 A 0 HealThing(10)
	TNT1 AAA 0 A_GiveInventory("LegZombieStrafing",1)
	Goto See
Quad:
	TNT1 A 0 A_JumpIfInventory("QSGZombieToken",1,"Normal")
	TNT1 AA 0 A_GiveInventory("LegZombieStrafing",1)
    CNSG E 15 A_FaceTarget
	TNT1 A 0 A_SpawnItem("RandomHellionSmoke",0,0,0,0)
	TNT1 A 0 A_PlaySound("weapons/qsgfire")
	TNT1 A 0 A_GiveInventory("QSGZombieToken",2)
	TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
    CNSG F 5 Bright A_CustomBulletAttack(15.4,10.6,24,Random(1,4)*3)
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
    CNSG E 25 A_FaceTarget	
	TNT1 A 0 HealThing(10)
	TNT1 AAA 0 A_GiveInventory("LegZombieStrafing",1)
Reload:
    TNT1 A 0 A_SpawnItem("RandomHellionSmoke",0,0,0,0)
	TNT1 A 0 A_TakeInventory("QSGZombieToken",2)
	TNT1 A 0 A_PlaySound("weapons/qsgopen")	
	TNT1 AA 0 A_GiveInventory("LegZombieStrafing",1)
    CNSG E 15 A_FaceTarget
    TNT1 A 0 A_SpawnItemEx("ShellCasing", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    CNSG E 1 A_SpawnItemEx("ShellCasing", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    TNT1 A 0 A_SpawnItemEx("ShellCasing", -8, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    CNSG E 2 A_SpawnItemEx("ShellCasing", -10, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    CNSG E 12 A_PlaySound("weapons/qsgshellslide")	
	TNT1 A 0 A_SpawnItem("RandomHellionSmoke",0,0,0,0)
    CNSG E 8
    CNSG E 12 A_PlaySound("weapons/qsgshellslide")	
	TNT1 A 0 A_SpawnItem("RandomHellionSmoke",0,0,0,0)
    CNSG E 8	
    CNSG E 10 A_PlaySound("weapons/qsgclose")	
    Goto See
Pain:
    CNSG G 6 A_Pain
    Goto See
Death:
    CNSG H 5
    CNSG I 5 A_Scream
    CNSG J 5 A_Fall
    CNSG K 5 A_SpawnItem("BodyCrash",0,0,0,0)
    CNSG L -1
    Stop
XDeath:
    CNSG M 3
    CNSG N 3 A_XScream
    CNSG O 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	CNSG P 3 A_Fall
    CNSG QRST 3
    CNSG U -1 
    Stop
Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    CNSG TSRQPONM 5
    Goto See
    }
}

ACTOR RunedDTShotgunZombie : DTShotgunZombie
{ 
Health 1500
Height 56
Radius 20
Mass 100
Speed 28
PainChance 10
+Boss
damagefactor 0.5
DamageFactor "Legendary", 0.35
DamageFactor "PlayerNemesisPlasma", 0.3
DamageFactor "TrueLegendaryDamage", 0.3
DamageFactor "TrueLegendaryPlayer", 0.3
DamageFactor "DTZPuff", 0.0
DamageFactor "RedZombieDemonTech", 0.25
DropItem "PortableMedkit", 166
DropItem "ArmorPlate", 166
DropItem "AmmoPack", 108
DropItem "HandGrenadeAmmo", 200, 1
DropItem "MineAmmo", 200, 1
DropItem "NewShell", 256
DropItem "Demon Tech Shotgun", 32, 1
DropItem "BackPack", 155, 1
DropItem "NewShellBox", 138
DropItem "MarineSquadBeacon" 25 1
DropItem "HellsExpensiveContract", 256
Tag "True Pro Demon Tech Shotgunner (\c[z3]Legendary\c- + \cqVitality\c- + \c[m6]Agility\c- Runes)"
States
	{
	Spawn:
		ZPS1 A 5 A_Look
		TNT1 A 0 A_SpawnItem("RandomHellionSmoke",0,0,0,0)
		Loop
	See:
	    TNT1 A 0 A_GiveInventory("LegendaryRuneDamageForEnemiesGiver",1)
		ZPS1 AABB 3 A_Chase
		TNT1 A 0 A_SpawnItem("RandomHellionSmoke",0,0,0,0)
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		ZPS1 CCDD 3 A_Chase
		TNT1 A 0 A_SpawnItem("RandomHellionSmoke",0,0,0,0)
		TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
		TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 HealThing(10)
		Loop
	Missile:
		TNT1 A 0
		TNT1 A 0 A_JumpIfCloser(350,"BurstShot")
	Spread:
	    TNT1 AA 0 A_GiveInventory("LegZombieStrafing",1)
		ZPS1 EEE 5 A_FaceTarget(45)
		TNT1 A 0 A_SpawnItem("RandomHellionSmoke",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/ErasusFire",CHAN_WEAPON)
		TNT1 AAAAAAAAA 0 Bright A_CustomMissile("RedDemonTechTracer",Random(28,34),0,Random(5,-5),CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("RedZDemonTechProjectile2",28,0,0,CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("RedZDemonTechProjectile2",28,0,2,CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("RedZDemonTechProjectile2",28,0,-2,CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("RedZDemonTechProjectile2",28,0,3,CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("RedZDemonTechProjectile2",28,0,-3,CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("RedZDemonTechProjectile2",28,0,4,CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("RedZDemonTechProjectile2",28,0,-4,CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("RedZDemonTechProjectile2",28,0,5,CMF_TRACKOWNER)
		TNT1 A 0 Bright A_CustomMissile("RedZDemonTechProjectile2",28,0,-5,CMF_TRACKOWNER)
		ZPS1 F 5 Bright
		ZPS1 EE 5 A_FaceTarget(45)
		TNT1 A 0 A_SpawnItem("RandomHellionSmoke",0,0,0,0)
		TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
		ZPS1 E 8 A_PlaySound("Weapons/ErasusPump")
		TNT1 A 0 A_SpawnItemEx("ShellCasing",-8,0,30,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		ZPS1 E 8
		TNT1 A 0 HealThing(10)
		TNT1 AAA 0 A_GiveInventory("LegZombieStrafing",1)
		Goto See
	BurstShot:
	    TNT1 AAA 0 A_GiveInventory("LegZombieStrafing",1)
		ZPS1 EEE 5 A_FaceTarget(45)
		TNT1 A 0 A_SpawnItem("RandomHellionSmoke",0,0,0,0)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_PlaySound("Weapons/ErasusFire",CHAN_WEAPON)
		TNT1 AAAAAAAA 0 Bright A_CustomMissile("RedDemonTechTracer",Random(28,34),0,Random(6,-6),CMF_TRACKOWNER)
		ZPS1 F 5 Bright A_CustomBulletAttack(15.4,10.6,24,Random(1,4)*3,"ZDemonShotgunPuff")
		TNT1 AA 0 A_GiveInventory("LegZombieStrafing",1)
		TNT1 A 0 A_SpawnItem("RandomHellionSmoke",0,0,0,0)
		ZPS1 EE 5 A_FaceTarget(45)
		ZPS1 E 8 A_PlaySound("Weapons/ErasusPump")
		TNT1 A 0 A_SpawnItemEx("ShellCasing",-8,0,30,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
		ZPS1 E 8
		TNT1 A 0 HealThing(10)
		Goto See
	Pain:
		TNT1 A 0
		ZPS1 G 6 A_Pain
		Goto See
	Death:
		ZPS1 H 5 A_Scream
		ZPS1 I 5 A_Fall
		ZPS1 J 5 A_SpawnItem("BodyCrash",0,0,0,0)
		ZPS1 KLM 5
		ZPS1 N 63000 CanRaise
		Stop
	XDeath:
		TNT1 A 0
		ZPS1 P 3 A_XScream
		ZPS1 Q 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
		ZPS1 R 3 A_Fall
		ZPS1 S 3
		ZPS1 T 63000 CanRaise
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		ZPS1 NMLKJIH 5
		Goto See
	}
}