ACTOR LongBeamGrunt : shotgunguy replaces shotgunguy
{
	Speed 12
	Obituary "%o was blasted by a Long Beam Grunt."
	+DOHARMSPECIES
	DropItem "droppedlongbeam"
	States
	{
	Missile:
		SPOS E 15 A_FaceTarget
		TNT1 A 0 a_playsound ("monsters/longshot",0,1,0,0.7)
		CRMD G 0 A_custommissile("LongBeampellet", 30, 13, frandom(3,-3), CMF_OFFSETPITCH, frandom(2,-2))
		CRMD G 0 A_custommissile("LongBeampellet", 30, 13, frandom(3,-3), CMF_OFFSETPITCH, frandom(2,-2))
		CRMD G 0 A_custommissile("LongBeampellet", 30, 13, frandom(3,-3), CMF_OFFSETPITCH, frandom(2,-2))
		CRMD G 0 A_custommissile("LongBeampellet", 30, 13, frandom(3,-3), CMF_OFFSETPITCH, frandom(2,-2))
		CRMD G 0 A_custommissile("LongBeampellet", 30, 13, frandom(3,-3), CMF_OFFSETPITCH, frandom(2,-2))
		SPOS F 10 Bright A_custommissile("LongBeampellet", 30, 13, frandom(3,-3), CMF_OFFSETPITCH, frandom(2,-2))
		SPOS E 3
		SPOS E 10
		Goto See
	Pain:
		SPOS G 1 a_playsound ("monsters/weakhurt",0)
		"####" "#" 1 bright Thing_SetTranslation(0, 4242)
		"####" "#" 2 bright A_Pain
		"####" "#" 1 bright
		"####" "#" 1 Thing_SetTranslation(0, 0)
		"####" "#" 3 
		goto see
	pain.zelda:
		TNT1 A 0
		SPOS G 1 a_playsound ("monsters/zeldahurt",0)
		SPOS G 1 bright Thing_SetTranslation(0, 4242)
		SPOS G 2 bright A_Pain
		SPOS G 1 bright Thing_SetTranslation(0, 0)
		SPOS G 1 bright Thing_SetTranslation(0, 4242)
		SPOS G 1 bright Thing_SetTranslation(0, 0)
		SPOS G 1 bright Thing_SetTranslation(0, 4242)
		SPOS G 1 Thing_SetTranslation(0, 0)
		Goto See
	death:
	xdeath:
		TNT1 A 0
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		TNT1 A 0 Thing_SetTranslation(0, 0)
		TNT1 A 0 a_playsound ("monsters/weakhurt",0)
		TNT1 A 0 a_spawnitemex("shotgunnergib1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("shotgunnergib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("shotgunnergib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("shotgunnergib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("shotgunnergib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("shotgunnergib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("shotgunnergib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		DEDM ABCDEFG 3
		DEDM H 2
		TNT1 A 0 a_spawnitemex ("droppeditemspawner",0,0,35)
		TNT1 A 0 a_jumpifintargetinventory ("Longbeammod",1,"iceammocheck")
		DEDM H -1
		stop
	iceammocheck:
		TNT1 A 0
		DEDM H 1 a_jumpifintargetinventory ("iceammo",50,"dropicebeam")
		DEDM H -1
		stop
	dropicebeam:
		TNT1 A 0
		DEDM H 1  a_spawnitemex ("icebeampickup",0,0,15,0,0,10,0,0,180)
		DEDM H -1
		stop
	death.beamice:
		SPOS G 1
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		SPOS G 1 bright Thing_SetTranslation(0, 4243)
		"####" "#" 40 bright
		TNT1 AAAAA 0 a_spawnitemex("shorticebeam",0,0,30,frandom(-40,40),frandom(-40,40),frandom(0,1))
		TNT1 A 0 a_playsound ("monsters/weakhurt",0)
		TNT1 A 0 a_spawnitemex("iceshotgunnergib1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("iceshotgunnergib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("iceshotgunnergib2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("iceshotgunnergib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("iceshotgunnergib3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("iceshotgunnergib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("iceshotgunnergib4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 1 a_spawnitemex ("monsterdie",0,0,35)
		DEDM ABCDEFG 3
		DEDM H 2
		TNT1 A 0 a_spawnitemex ("droppeditemspawner",0,0,35)
		DEDM H -1
		stop
	death.zelda:
		TNT1 A 0
		TNT1 A 0 Thing_SetTranslation(0, 0)
		TNT1 A 0 a_scream
		TNT1 A 0 a_noblocking
		CLTS H 0 a_playsound ("monsters/zeldahurt",0)
		TNT1 A 1 a_spawnitemex ("zeldamonsterdie",0,0,35)
		TNT1 A 0 a_playsound ("monsters/zeldadeath",0)
		TNT1 A 0 a_stop
		DEDM ABCDEFG 3
		DEDM H 2
		TNT1 A 0 a_spawnitemex ("droppeditemspawner",0,0,35)
		DEDM H -1
		wait
	raise:
		TNT1 A 0
		TNT1 A 0 Thing_SetTranslation(0, 0)
		DEDM H 1 a_spawnitemex ("shotgunnerrevive1",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("shotgunnerrevive2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("shotgunnerrevive2",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("shotgunnerrevive3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("shotgunnerrevive3",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("shotgunnerrevive4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		TNT1 A 0 a_spawnitemex("shotgunnerrevive4",0,0,0,frandom(-10,10),frandom(-10,10),frandom(8,11),0,SXF_NOCHECKPOSITION)
		DEDM H 30
		DEDM GFEDCBA 2
		goto see
	}
}

Actor LongBeampellet : fastprojectile
{
	Radius 13
	Height 8
	Speed 35
	Damage (5)
	missileheight 8
	Projectile
	+bright
	renderstyle add
	alpha 0.60
	Scale 0.50
	Decal Bulletchip
	States
	{
	Spawn:
		LNGB A 1 Bright
		Loop
	Death:
		WVBM H 4 
		stop
	}
}


actor shotgunnergib1 : zombiegib1
{
	states
	{
	spawn:
		SGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor shotgunnergib2 : zombiegib1
{
	states
	{
	spawn:
		SGB2 ABCD 1
		loop
	}
}

actor shotgunnergib3 : zombiegib1
{
	states
	{
	spawn:
		SGB3 ABCD 1
		loop
	}
}

actor shotgunnergib4 : zombiegib1
{
	states
	{
	spawn:
		SGB4 ABCD 1
		loop
	}
}


actor iceshotgunnergib1
{
	projectile
	+ripper
	+thruspecies
	+Doombounce
	species "player"
	damage (3)
	-nogravity
	Radius 30
	Height 15
	damagetype "beamice"
	+bright
	bouncecount 3
	states
	{
	spawn:
        TNT1 A 0
        TNT1 A 0 Thing_SetTranslation(0, 4243)
        TNT1 A 0 A_Jump (256, "spawnmain")
	spawnmain:
		SGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}

actor iceshotgunnergib2 : iceshotgunnergib1
{
	states
	{
	spawnmain:
		SGB2 ABCD 1
		loop
	}
}

actor iceshotgunnergib3 : iceshotgunnergib1
{
	states
	{
	spawnmain:
		SGB3 ABCD 1
		loop
	}
}

actor iceshotgunnergib4 : iceshotgunnergib1
{
	states
	{
	spawnmain:
		SGB4 ABCD 1
		loop
	}
}

actor shotgunnerrevive1 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		SGB1 ABCD 1
		loop
	death:
		TNT1 A 1
		stop
	}
}
	
actor shotgunnerrevive2 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		SGB2 ABCD 1
		loop
	}
}

actor shotgunnerrevive3 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		SGB3 ABCD 1
		loop
	}
}

actor shotgunnerrevive4 : zombierevive1
{
	states
	{
	spawn:
		TNT1 A 10
		TNT1 A 1 a_scalevelocity (-1)
	flight:
		SGB4 ABCD 1
		loop
	}
}

