ACTOR "Pig Tank" 31102
{
    //$Category DN3D Aliens //Tanks
	Obituary "%o was shredded by a Pig tank."
    Health 1500
    Radius 45 
    Height 64
    Mass 15000
    Speed 12
    PainChance 64
	AttackSound "Pistol/Shoot"
    SeeSound "PigTank/Sight"
	DeathSound "PigTank/Death"
	Species "Alien"
	BloodType "DukeMechParticle"
	DamageFactor "Damage_Foot", 0.25
	DamageFactor "Damage_Pistol", 1.16
    DamageFactor "Damage_DualPistol", 1.16
	DamageFactor "Damage_BlackTail", 1.2
    DamageFactor "Damage_DualBlackTail", 1.2
	DamageFactor "Damage_DesertEagle", 1.33
    DamageFactor "Damage_Shotgun", 1.17
	DamageFactor "Damage_SuperShotgun", 1.18
	DamageFactor "Damage_ExplosiveShotgun", 1.07
    DamageFactor "Damage_ChaingunCannon", 1.20
	DamageFactor "Damage_Minigun", 1.21
	DamageFactor "Damage_LMGBullet", 1.22
    DamageFactor "Damage_Explosion", 1.12
	DamageFactor "Damage_Shock", 1.0
	DamageFactor "Damage_BigShock", 1.12
	DamageFactor "Damage_Thunder", 1.0
	DamageFactor "Damage_BigThunder", 1.12
	DamageFactor "LaserExplosion", 0.0
    DamageFactor "Damage_Shrinker", 0.0
	DamageFactor "Damage_Expander", 0.2
	DamageFactor "Damage_Laser", 1.54
	DamageFactor "Damage_Railgun", 1.82
    DamageFactor "Ice", 0.33
    DamageFactor "Fire", 0.28
	DamageFactor "Damage_Pulse", 1.52
	DamageFactor "LizardBullet", 0.0
	DamageFactor "PigCopBullet", 0.0
	DamageFactor "AlienPoison", 0.0
	DamageFactor "Trip_Punch", 0.0
	DamageFactor "Damage_Step", 0.0
	Painchance "Radial", 256
	Painchance "LaserShot", 256
    Decal "NewBulletPuff"
    Monster
	+NOTARGET
	+FLOORCLIP
	+DONTMORPH
    +NOBLOODDECALS
	+BOSSDEATH
    +NOICEDEATH
	+NORADIUSDMG
	XScale 1.10
	YScale 1.06
    States
    {
    Spawn:
        ENE6 A 2 A_Look
        ENE6 A 0 A_StopSoundEx("SoundSlot7")
        Loop
	See:
        ENE6 A 0 
        ENE6 A 0 A_PlaySoundEx("Pig/Tank","SoundSlot7",1)
        ENE6 ABC 4 A_Chase
        Loop
	Missile:
        ENE6 A 1 A_JumpIfCloser(725,"Grenade")
		ENE6 A 1 A_JumpIfCloser(1000,"Bullets")
	LMG:
        ENE6 A 0 A_StopSoundEx("SoundSlot7")
		ENE6 A 0 A_PlaySound("LMG/Up",6)
        ENE6 A 20 A_FaceTarget
		ENE6 A 0 A_FaceTarget	
		ENE6 A 0 A_PlaySound("LMG/Shoot",5)
        ENE6 D 2 Bright A_CustomMissile("LMGBulletEnforcer",60,-32,0,0)
		ENE6 A 2
		ENE6 A 0 A_PlaySound("LMG/Shoot",5)
        ENE6 D 2 Bright A_CustomMissile("LMGBulletEnforcer",50,-32,0,0)
		ENE6 A 2
        ENE6 A 0 A_FaceTarget	
		ENE6 A 0 A_PlaySound("LMG/Shoot",5)
        ENE6 E 2 Bright A_CustomMissile("LMGBulletEnforcer",60,29,0,0)
		ENE6 A 2
		ENE6 A 0 A_PlaySound("LMG/Shoot",5)
        ENE6 E 2 Bright A_CustomMissile("LMGBulletEnforcer",50,29,0,0)
		ENE6 A 2
		ENE6 A 0 A_FaceTarget	
		ENE6 A 0 A_PlaySound("LMG/Shoot",5)
        ENE6 D 2 Bright A_CustomMissile("LMGBulletEnforcer",60,-32,0,0)
		ENE6 A 2
		ENE6 A 0 A_PlaySound("LMG/Shoot",5)
        ENE6 D 2 Bright A_CustomMissile("LMGBulletEnforcer",50,-32,0,0)
		ENE6 A 2
        ENE6 A 0 A_FaceTarget	
		ENE6 A 0 A_PlaySound("LMG/Shoot",5)
        ENE6 E 2 Bright A_CustomMissile("LMGBulletEnforcer",60,29,0,0)
		ENE6 A 2
		ENE6 A 0 A_PlaySound("LMG/Shoot",5)
        ENE6 E 2 Bright A_CustomMissile("LMGBulletEnforcer",50,29,0,0)
		ENE6 A 2
		ENE6 A 0 A_FaceTarget	
		ENE6 A 0 A_PlaySound("LMG/Shoot",5)
        ENE6 D 2 Bright A_CustomMissile("LMGBulletEnforcer",60,-32,0,0)
		ENE6 A 2
		ENE6 A 0 A_PlaySound("LMG/Shoot",5)
        ENE6 D 2 Bright A_CustomMissile("LMGBulletEnforcer",50,-32,0,0)
		ENE6 A 2
        ENE6 A 0 A_FaceTarget
		ENE6 A 0 A_PlaySound("LMG/Shoot",5)	
        ENE6 E 2 Bright A_CustomMissile("LMGBulletEnforcer",60,29,0,0)
		ENE6 A 2
		ENE6 A 0 A_PlaySound("LMG/Shoot",5)
        ENE6 E 2 Bright A_CustomMissile("LMGBulletEnforcer",50,29,0,0)
		ENE6 A 2
        ENE6 A 0 A_Jump(196,1) 
        Goto See 
        ENE6 A 0 A_CPosRefire
        Goto LMG+3
	Bullets:
        ENE6 A 0 A_StopSoundEx("SoundSlot7")
		ENE6 A 0 A_PlaySound("Minigun/Select",6)
        ENE6 A 20 A_FaceTarget
        ENE6 D 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 E 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
        ENE6 A 0 A_CPosRefire
        ENE6 D 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 E 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
        ENE6 A 0 A_CPosRefire
        ENE6 D 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 E 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 D 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 E 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
        ENE6 A 0 A_CPosRefire
        ENE6 D 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 E 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
        ENE6 A 0 A_CPosRefire
        ENE6 D 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 E 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
        ENE6 D 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 E 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
        ENE6 A 0 A_CPosRefire
        ENE6 D 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 E 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
        ENE6 A 0 A_CPosRefire
        ENE6 D 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 E 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
        ENE6 A 0 A_CPosRefire
        ENE6 D 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 E 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 D 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 E 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
        ENE6 A 0 A_CPosRefire
        ENE6 D 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 E 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 D 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 E 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 D 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
		ENE6 E 2 Bright A_CustomBulletAttack(Random(6,5),Random(5,6),2,Random(6,5),"PigCopPuff",5000,CBAF_NORANDOM)
		ENE6 A 2 
        ENE6 A 0 A_CPosRefire
        Goto Bullets+3
	Grenade:
	    ENE6 A 0 A_StopSoundEx("SoundSlot7")
		ENE6 A 0 A_Jump(128,"Bullets")
	    ENE6 A 0 A_JumpIfCloser(512,"LowNade")
	    ENE6 A 0 A_JumpIfCloser(2056,2)
	    ENE6 A 0 A_Jump(256,"Bullets")
	    ENE6 A 10 A_FaceTarget
	    ENE6 A 0 A_PlaySoundEx("AlienTank/Grenade","SoundSlot6",0,0)
	    ENE6 D 8 Bright A_CustomMissile("PigCopNade",40,-30,0,2,16)
	    ENE6 A 0 A_PlaySoundEx("AlienTank/Grenade","SoundSlot6",0,0)
	    ENE6 E 8 Bright A_CustomMissile("PigCopNade",40,30,0,2,16)
	    ENE6 A 8 A_FaceTarget
	    Goto See
    LowNade:
	    ENE6 A 10 A_FaceTarget
		ENE6 A 0 A_PlaySoundEx("AlienTank/Grenade","SoundSlot6",0,0)
	    ENE6 D 8 Bright A_CustomMissile("PigCopNade1",40,-30,0,2,16)
		ENE6 A 0 A_PlaySoundEx("AlienTank/Grenade","SoundSlot6",0,0)
	    ENE6 E 8 Bright A_CustomMissile("PigCopNade1",40,30,0,2,16)
	    ENE6 A 8 A_FaceTarget
	    Goto See
    Pain.Radial:
        ENE6 A 0
        ENE6 A 0 HealThing(2)
        Goto See
	Pain.LaserShot:
	    ENE6 A 0
		ENE6 A 0 A_SpawnItemEx("PainTripLaser",0,0,5)
		ENE6 A 0 HealThing(2)
		Goto See
	Death:
        ENE6 A 20 A_PlaySound("Hurt/Tank",5)
		ENE6 A 0 A_Jump(128,33)
        ENE6 F 0 A_StopSoundEx("SoundSlot7")
		ENE6 F 0 A_Scream
		ENE6 F 0 A_KillMaster
		ENE6 FFFFF 0 A_SpawnDebris("MetalGibs1")		
		ENE6 FFFFF 0 A_SpawnDebris("MetalGibs2")		
		ENE6 FFFFF 0 A_SpawnDebris("MetalGibs3")		
		ENE6 FFFFF 0 A_SpawnDebris("MetalGibs4")		
		ENE6 FFFFF 0 A_SpawnDebris("MetalGibs5")	
        ENE6 F 1 A_SpawnItemEx("ExpanderExplosion",0,0,32,0,0,0,0,SXF_ABSOLUTEVELOCITY,0)
        ENE6 F 1 A_NoBlocking
		ENE6 F 1 A_SpawnItemEx("Pig Cop Hurt",0,0,0,0,0,0,0)
		ENE6 F -1
        Stop
		ENE6 G 0 A_StopSoundEx("SoundSlot7")
		ENE6 G 0 A_Scream
		ENE6 G 0 A_KillMaster
		ENE6 GGGGG 0 A_SpawnDebris("MetalGibs1")		
		ENE6 GGGGG 0 A_SpawnDebris("MetalGibs2")		
		ENE6 GGGGG 0 A_SpawnDebris("MetalGibs3")		
		ENE6 GGGGG 0 A_SpawnDebris("MetalGibs4")		
		ENE6 GGGGG 0 A_SpawnDebris("MetalGibs5")	
        ENE6 G 1 A_SpawnItemEx("ExpanderExplosion",0,0,32,0,0,0,0,SXF_ABSOLUTEVELOCITY,0)
        ENE6 G 1 A_NoBlocking
		ENE6 G 1 A_SpawnItemEx("Pig Cop Hurt",0,0,0,0,0,0,0)
		ENE6 G -1
        Stop
    }
}

ACTOR PigCopNade
{
    Radius 8
    Height 8
    Speed 20
    Damage (50)
    Projectile
    DeathSound "Explosion/Sounds"
    Scale 0.5
    Decal "BigScorch"
    DamageType "Damage_Explosion"
    SeeSound "Pipebomb/Bounce"
    Gravity 0.6
    ReactionTime 30
	+RANDOMIZE
	+THRUGHOST
	+CANBOUNCEWATER
	-NOGRAVITY
    +HEXENBOUNCE
    States
    {
    Spawn:
        BS2X A 1 Bright A_SpawnItemEx("BattleLordAttackTrail1",0,0,0,0,0,0,0,128,0)
        BS2X B 1 Bright A_SpawnItemEx("BattleLordAttackTrail2",0,0,0,0,0,0,0,128,0)
	    BS2X C 1 Bright A_SpawnItemEx("BattleLordAttackTrail3",0,0,0,0,0,0,0,128,0)
        BS2X D 1 Bright A_SpawnItemEx("BattleLordAttackTrail4",0,0,0,0,0,0,0,128,0)
	    BS2X A 0 A_Countdown
        Loop
    Death:
		TNT1 A 0 A_PlaySound("Explosion/Sounds2",11)
        TNT1 A 0 A_Explode(128,192)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame",10,0,Random(0,360),2,Random(0,360))
        TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion",0,0,0,0,0,0,0,0)
	    Stop
        }
}

ACTOR PigCopNade1 : PigCopNade
{
    Speed 12
	ReactionTime 0
	-HEXENBOUNCE
    +DOOMBOUNCE
	States
    {
    Spawn:
        BS2X A 1 Bright A_SpawnItemEx("BattleLordAttackTrail1",0,0,0,0,0,0,0,128,0)
        BS2X B 1 Bright A_SpawnItemEx("BattleLordAttackTrail2",0,0,0,0,0,0,0,128,0)
	    BS2X C 1 Bright A_SpawnItemEx("BattleLordAttackTrail3",0,0,0,0,0,0,0,128,0)
        BS2X D 1 Bright A_SpawnItemEx("BattleLordAttackTrail4",0,0,0,0,0,0,0,128,0)
        Loop
    Death:
        TNT1 A 0 A_StopSound(CHAN_BODY)
		TNT1 A 0 A_PlaySound("Explosion/Sounds2",11)
		TNT1 A 0 A_Explode(128,192,0)
        TNT1 A 0 A_Explode(128,192)
		TNT1 AAAAAAAAAA 0 A_CustomMissile("ExplosionFlame",10,0,Random(0,360),2,Random(0,360))
        TNT1 A 1 A_SpawnItemEx("DukeNukemExplosion",0,0,0,0,0,0,0,0)
	    Stop
        }
}

ACTOR BattleLordAttackTrail1
{
    Radius 0
    Height 0
    Speed 0
    Damage 0
    Projectile
    Scale 0.5
    RenderStyle Translucent
    States
    {
    Spawn:
        BS2X A 2 Bright A_FadeOut(0.1)
        Loop
        }
}

ACTOR BattleLordAttackTrail2 : BattleLordAttackTrail1
{
    States
    {
    Spawn:
        BS2X B 2 Bright A_FadeOut(0.1)
        Loop
        }  
}
   
ACTOR BattleLordAttackTrail3 : BattleLordAttackTrail1
{
    States
    {
    Spawn:
        BS2X C 2 Bright A_FadeOut(0.1)
        Loop
        }
}

ACTOR BattleLordAttackTrail4 : BattleLordAttackTrail1
{
    States
    {
    Spawn:
        BS2X D 2 Bright A_FadeOut(0.1)
        Loop
        }
}