ACTOR PanzerTank_DnD : FriendlyTank_DnD replaces PanzerTank
{
	Health 4000
	//$Category Monsters
	Radius 42
	Height 56
	Scale 1.5
	Mass 9999999999999
	Speed 0
	+NOPAIN
	+LOOKALLAROUND
	+NOBLOOD
	-FRIENDLY
	+MISSILEMORE
	+MISSILEEVENMORE
	Species "Nazis"
	Tag "Panzer Tank"
	Obituary "%o was shredded to bits by a Panzer Tank."
	States
	{
		SetInfo:
			TNT1 A 0
		Goto SpawnSetup
	
		SpawnSetup:
			TAPZ A 0 ACS_NamedExecuteWithResult(
				"DnD Custom Monster Scale",
				DND_CUSTOM_MONSTER | (MONSTERCLASS_FATSO << 9) | (DND_MTYPE_ROBOTIC_POW << 14),
				-1,
				-1, 
				-1
			)
			TAPZ A 0 A_Jump(256, "Idle")
			TAPZ A 35
		Wait
	
		Idle:
		TAPZ A 1 A_Look
		Loop
	SeeState:
		TNT1 A 0
		TAPZ AAAAAAAAAAAAAAAAAAA 8 A_Chase
		Loop
	MissileState:
		TNT1 A 0
		TAPZ A 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("TANKFI")
		TNT1 A 0 A_ALertMonsters
		TAPZ B 4 BRIGHT A_CustomMissile("EnemyTankProjectile", 32, 0, 0, 1, random(-3, 3))
		TAPZ A 100
		Goto See
	}
}

ACTOR ZombieSeizedTank_DnD : PanzerTank_DnD replaces ZombieSeizedTank
{
	Obituary "%o was shredded to bits by a Tank seized by demons."
	Tag "Zombie Tank"
	States
	{
		SetInfo:
			TNT1 A 0
		Goto SpawnSetup
	
		SpawnSetup:
			TAPZ A 0 ACS_NamedExecuteWithResult(
				"DnD Custom Monster Scale",
				DND_CUSTOM_MONSTER | (MONSTERCLASS_FATSO << 9) | (DND_MTYPE_ROBOTIC_POW << 14),
				-1,
				-1, 
				-1
			)
			TAPZ A 0 A_Jump(256, "Idle")
			TAPZ A 35
		Wait
	
	Idle:
		TAPZ A 1 A_Look
		Loop
	SeeState:
		TNT1 A 0
		TANK DDDDDDDDDDDDDDDDDDD 8 A_Chase
		Loop
	MissileState:
		TNT1 A 0
		TANK D 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("TANKFI")
		TNT1 A 0 A_ALertMonsters
		TANK E 4 BRIGHT A_CustomMissile("EnemyTankProjectile", 32, 0, 0, 1, random(-3, 3))
		TANK D 100
		Goto See
	}
}

Actor TankHitBoxFront_DnD : TankHitBoxFront replaces TankHitBoxFront
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

Actor TankHitBoxBack_DnD : TankHitBoxBack replaces TankHitBoxBack
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}

Actor TankHitBoxSide_DnD : TankHitBoxSide replaces TankHitBoxSide
{
	+ISMONSTER
	-COUNTKILL
	States {
		spawn:
			TNT1 A 0 NoDelay ACS_NamedExecuteWithResult("DnD Setup Shootable")
		Goto Super::Spawn
	}
}