//////////////////////////////
// UNDEAD					//
//////////////////////////////
ACTOR Undead
{
	Health 30
	Radius 20
	Height 56
	Mass 500
	Speed 13
	PainChance 100
	MONSTER
	+FLOORCLIP
	+SHOOTABLE
	SeeSound "ZOMBSEE"
	DeathSound "ZOMBDED"
	ActiveSound "ZOMBACT"
	MeleeSound "REPUNCH"
	Obituary "%o was eaten alive by the undead."
	States
	{
	Spawn:
		UNDE AB 6 A_Look
	Loop
	
	See:
		UNDE AABBCCDD 6 A_Chase
	Loop
	
	Melee:
		UNDE E 6 A_FaceTarget
		TNT1 A 1 A_PlaySound ("REPUNCH", CHAN_5)
		UNDE FE 6 A_SkelFist
	Goto See
	
	Pain:
		TNT1 AAA 0 A_CustomMissile("FlyingBlood", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("UniversalBloodSlatter", 20,  0, random(0, 360), 2, random(0, 90))
		UNPA A 4 A_Pain
	Goto See

	Death.SmallBullets:
		TNT1 A 0 A_CustomMissile("UniversalBloodSlatter", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("ThickBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))	
		UNDE G 3 A_Scream
		UNDE HIJ 3 A_NoBlocking
		UNDE K -1
	Stop
	
	Death:
		TNT1 AA 0 A_CustomMissile("UniversalBloodSlatter", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("UniversalBloodSlatter", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAA 0 A_CustomMissile("ThickBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AAA 0 A_CustomMissile("FlyingBlood", 20,  0, random(0, 360), 2, random(0, 90))
		UNDE G 3 A_Scream
		UNDE HIJ 3 A_NoBlocking
		UNDE K -1
	Stop
	
	XDeath:
		TNT1 A 1 A_PlaySound ("BIGDETH", CHAN_5)
		TNT1 AAA 0 A_CustomMissile("UniversalBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AAA 0 A_CustomMissile("ThickBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 A 0 A_CustomMissile("FunnyFlyingUndeadHead", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("ThickBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AA 0 A_CustomMissile("XDeathMonster", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("XDeathMonster2", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 AA 0 A_CustomMissile("IntestinalGutsFlying", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 A 0 A_CustomMissile("RibsFlying", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 A 0 A_CustomMissile("OrgansFlying", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 A 0 A_CustomMissile("TorsoFlying", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 A 0 A_CustomMissile("GoreChunk2", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("GoreChunk1", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 A 0 A_CustomMissile("GoreChunkSuper", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAA 0 A_CustomMissile("UniversalBloodSlatter", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAA 0 A_CustomMissile("UniversalBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AAA 0 A_CustomMissile("UniversalBloodSlatter", 20,  0, random(0, 360), 2, random(0, 190))
		TNT1 AAA 0 A_CustomMissile("ThickBloodSlatter", 20,  0, random(0, 500), 2, random(0, 190))
		TNT1 AA 0 A_CustomMissile("ZombieDeathArm", 40,  0, random(0, 360), 2, random(45, 50))
		UNGI BCD 3 A_NoBlocking
		UNGI E 1
	Stop
	}
}


//////////////////////////////////////
ACTOR ZombieDeathArm
{
	SeeSound "misc/xdeath4"
	+BOUNCEONWALLS
	+BOUNCEONCEILINGS
	+SKYEXPLODE
	+MOVEWITHSECTOR
	Decal ZedekBloodSauce
	States
{
	Spawn:
		UNGR A 3
	Stop

	Death:
		UNGR A 1
		TNT1 AAA 0 A_CustomMissile("FlyingBlood", 20,  0, random(0, 360), 2, random(0, 90))
		TNT1 AAA 0 A_CustomMissile("FlyingBlood", 20,  0, random(0, 360), 2, random(0, 90))
		UNGR A -1
	Stop
	}
}

//////////////////////////////////////
ACTOR FunnyFlyingUndeadHead
{
	Radius 8
	Height 8
	Mass 1
	Speed 24
	BounceType Doom
	+NOBLOCKMAP
	+MISSILE
	+SKYEXPLODE
	+NOTELEPORT
	+BOUNCEONWALLS
	+BOUNCEONCEILINGS
	+MOVEWITHSECTOR
	+CLIENTSIDEONLY
	+RIPPER
	+BLOODLESSIMPACT 
	-DONTSPLASH
	+THRUGHOST
	DamageType Blood
	DeathSound "LILGORE2"
	Decal BloodSuperSplatter
	States
{
	Spawn:
		UNHE ABCD 3
	Loop
	
	Death:
		TNT1 A 0 A_SpawnItem("BloodSpot",0,0,0,1)
		UNHE D -1
	Stop
		
	Splash:
		TNT1 A 0
	Stop
	}
}
