ACTOR HeavyMGZombieman_DnD : DnD_BaseRangedMonster_NoRes replaces HeavyMGZombieman
{
//$Category Monsters
	Health 60
	Radius 20
	Height 56
	Speed 0
	PainChance 200
	+ISMONSTER
	+FLOORCLIP
	SeeSound "grunt/sight"
	AttackSound "grunt/attack"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	Obituary "$OB_ZOMBIE"
	Tag "Turret Zombie"
	+MISSILEMORE
	+LOOKALLAROUND
	Mass 999999
	States
	{
		SetInfo:
			TNT1 A 0
		Goto SpawnSetup
	
		SpawnSetup:
			TTR3 A 0 ACS_NamedExecuteWithResult(
				"DnD Custom Monster Scale",
				DND_CUSTOM_MONSTER | (MONSTERCLASS_ZOMBIEMAN << 9) | (DND_MTYPE_ZOMBIE_POW << 14),
				-1,
				-1, 
				-1
			)
			TTR3 A 0 A_Jump(256, "Idle")
			TTR3 A 35
		Wait
	
	Idle:
		TTR3 A 1 A_Look
		Loop
	SeeState:
		TTR3 AAAA 1 A_Chase
		Loop
	MissileState:
		TTR3 A 10 A_FaceTarget
		TTR3 A 4 A_FaceTarget
		TNT1 AA 0 A_CustomMissile("HeavyMachinegunFlash",40, 10)
	    TNT1 A 0 A_PlaySound("TANKMG", 1)
		TNT1 A 0 A_CustomMissile("EnemyHeavyMachinegunProjectile",40, 10)
		TTR3 A 4 A_FaceTarget
		TNT1 AA 0 A_CustomMissile("HeavyMachinegunFlash",40, -10)
	    TNT1 A 0 A_PlaySound("TANKMG", 1)
		TNT1 A 0 A_CustomMissile("EnemyHeavyMachinegunProjectile",40, -10)
		TTR3 A 4 A_FaceTarget
		TNT1 AA 0 A_CustomMissile("HeavyMachinegunFlash",40, 10)
	    TNT1 A 0 A_PlaySound("TANKMG", 1)
		TNT1 A 0 A_CustomMissile("EnemyHeavyMachinegunProjectile",40, 10)
		TTR3 A 4 A_FaceTarget
		TNT1 AA 0 A_CustomMissile("HeavyMachinegunFlash",40, -10)
	    TNT1 A 0 A_PlaySound("TANKMG", 1)
		TNT1 A 0 A_CustomMissile("EnemyHeavyMachinegunProjectile",40, -10)
		TTR3 A 4 A_FaceTarget
		TNT1 AA 0 A_CustomMissile("HeavyMachinegunFlash",40, 10)
	    TNT1 A 0 A_PlaySound("TANKMG", 1)
		TNT1 A 0 A_CustomMissile("EnemyHeavyMachinegunProjectile",40, 10)
		TTR3 A 4 A_FaceTarget
		TNT1 AA 0 A_CustomMissile("HeavyMachinegunFlash",40, -10)
	    TNT1 A 0 A_PlaySound("TANKMG", 1)
		TNT1 A 0 A_CustomMissile("EnemyHeavyMachinegunProjectile",40, -10)
		TTR3 A 4 A_FaceTarget
		TTR3 A 10 A_FaceTarget
		Goto See
	PainState:
		TTR3 B 3
		TTR3 B 3 A_Pain
		Goto See
	DeathState:
		TNT1 A 0
		TNT1 A 0 A_SpawnItem("HeavyMachineGun_DnD")
		TNT1 A 0 A_recoil(10)
		POSS H 5
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		POSS K 5
		POSS L -1
		Stop
	}
}

ACTOR HeavyMachineGun_DnD : Actor replaces HeavyMachineGun
{
//$Category Heavy_Weapons
    Radius 24
	Height 64
	-SOLID
	-SHOOTABLE
    States
    {
    Spawn:
		TTR1 A -1
		Stop
	}
}

ACTOR EnemyHeavyMachinegunProjectile_DnD : EnemyHeavyMachinegunProjectile replaces EnemyHeavyMachinegunProjectile
{
	Stamina 1
}
