
ACTOR ZombieMainBattleTank 9951//Tank treads & body
{
	//$category "BD Monsters"
    XScale 1.94
	YScale 1.47
	Height 100
	Radius 64
	Game Doom
    GibHealth 25
    Health 3000
	Mass 31700//35 Tons
	MaxStepHeight 32
	MaxDropOffHeight 64
	Speed 12
	MONSTER
	PainChance 0
	MinMissileChance 128
	+DONTHARMSPECIES
	+NOINFIGHTING
	+SLIDESONWALLS
	+NORADIUSDMG
	+NOBLOODDECALS
	+DONTRIP
	+NOTIMEFREEZE
	BloodType "TankBlood", "TankBlood", "TankBlood"
	Obituary "%o was destroyed by a zombie-sized tank."
	Species "EnemyTank"
	
	Damagefactor "Avoid", 0.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0	Damagefactor "Crush", 20.0
	Damagefactor "Cut", 0.0	Damagefactor "Extremepunches", 0.0	Damagefactor "Fatality", 0.0
	Damagefactor "FriendBullet", 0.25	Damagefactor "GibRemoving", 0.0	Damagefactor "Glass", 0.0
	Damagefactor "HangingHook", 0.0	Damagefactor "Head", 0.0	Damagefactor "HeadKick", 0.0
	Damagefactor "HelperMarineFatallity", 0.0	Damagefactor "KillMe", 1.0	Damagefactor "Leg", 0.0
	Damagefactor "LowKick", 0.0	Damagefactor "MonsterKnocked", 0.0	Damagefactor "PussyGrab", 0.0
	Damagefactor "Repair", 1.0	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "Saw", 0.0
	Damagefactor "Slide", 0.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Taunt", 1.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0	Damagefactor "Kick", 0.0
	Damagefactor "Melee", 0.0	Damagefactor "Shrapnel", 0.25	Damagefactor "Slime", 0.0
	Damagefactor "Stealth", 0.0	Damagefactor "Stomp", 0.0	Damagefactor "Trample", 0.0
	Damagefactor "Burn", 0.0	Damagefactor "Fire", 0.0	Damagefactor "Flames", 0.0
	Damagefactor "GreenFire", 0.0	Damagefactor "HumanBBQ", 0.0	Damagefactor "Bullet", 0.25
	Damagefactor "Desintegrate", 3.0	Damagefactor "Explosive", 0.5	Damagefactor "ExplosiveImpact", 0.25
	Damagefactor "Minigun", 0.25	Damagefactor "Minor", 0.25	Damagefactor "MonsterBullet", 0.25
	Damagefactor "MonsterMinigun", 0.25	Damagefactor "MonsterShotgunBullet", 0.25	Damagefactor "Shotgun", 0.25
	Damagefactor "SSG", 0.25	Damagefactor "HitGround", 3.0	Damagefactor "Plasma", 1.25
	Damagefactor "Railgun", 2.0	Damagefactor "TankWeakSpot", 3.0	Damagefactor "CheckRepair", 0.0

	PainChance "Avoid", 0	PainChance "HitGround", 255	PainChance "Repair", 255
	States
	{
	/////////////////////
	Halt://Use a script to give RocketAmmo to a tank to stop.
	    TNK1 B 0
		TNT1 A 0 A_PlaySound("TANK2", 4, 1, 1)
		TNK1 BBBBBBBBB 4 A_SpawnItemEx ("TankEngineWeakSpot" , -65, 0, 2, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 A_JumpIfInventory("RocketAMmo", 1, "Halt")
		Goto Rolling
		
	Spawn:
		TNK1 B 0
		TNT1 A 0 A_SpawnItemEx ("ZombieMainBattleTankBody1", 0, 0, 0, velx, vely, velz, angle, SXF_SETMASTER | SXF_ABSOLUTEANGLE)
		TNK1 B 4
		Goto Standby
		
	Standby:
	Idle:
	    TNK1 B 0
		TNK1 B 2 A_Look
		TNT1 A 0 A_SpawnItemEx ("TankEngineWeakSpot" , -65, 0, 2, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
	    Loop
		
	See:
		TNK1 A 2
		TNT1 A 0 A_PlaySound("juggernaut/engine", 4, 1, 1)
		TNK1 A 2 A_Chase("","")
		TNT1 A 0 A_SpawnItemEx ("EnemyTnkTreadsDamage" , 65, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 A_SpawnItemEx ("TankEngineWeakSpot" , -65, 0, 2, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 A_CheckSight("RollingCantSee")
		Goto Rolling
		
	Missile:
	Rolling:
		TNT1 A 0 A_SpawnItemEx("TnkStep", 0, 0, 8, 0, 0, 0, angle, SXF_ABSOLUTEANGLE)
		TNK1 B 2 A_Chase("","")
		TNT1 A 0 A_JumpIfInventory("RifleAMmo", 1, "TurnLeft")
		TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, "TurnRight")
		TNT1 A 0 A_JumpIfInventory("RocketAMmo", 1, "Halt")
		
		TNK1 D 2 A_Chase("","")
		TNT1 A 0 A_CustomMissile ("TankCheckLeft", 32, 0, -64, 2, 0)
		TNT1 A 0 A_CustomMissile ("TankCheckRight", 32, 0, 64, 2, 0)
		
		TNT1 A 0 A_SpawnItemEx ("EnemyTnkTreadsDamage" , 65, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 A_SpawnItemEx ("TankEngineWeakSpot" , -65, 0, 2, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNK1 E 2 A_Chase("","")
		TNT1 A 0 A_CheckSight("RollingCantSee")
		TNT1 A 0 A_CustomMissile ("TankCheckLeft", 32, 0, -64, 2, 0)
		TNT1 A 0 A_CustomMissile ("TankCheckRight", 32, 0, 64, 2, 0)
		Loop
		
	TurnLeft:
		TNT1 A 0 A_SpawnItemEx("TnkStep", 0, 0, 8, 0, 0, 0, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("RocketAMmo", 1, "Halt")
		TNK1 B 1 A_Recoil(-5)
		TNK1 B 1 A_SetAngle(angle+3)
		
		TNK1 D 1 A_Recoil(-5)
		TNK1 D 1 A_SetAngle(angle+3)
		
		TNT1 A 0 A_SpawnItemEx ("EnemyTnkTreadsDamage" , 65, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 A_SpawnItemEx ("TankEngineWeakSpot" , -65, 0, 2, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNK1 E 1 A_Recoil(-5)
		TNK1 E 1 A_SetAngle(angle+3)
		
		TNT1 A 0 A_SpawnItemEx("TnkStep", 0, 0, 8, 0, 0, 0, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("RocketAMmo", 1, "Halt")
		TNK1 B 1 A_Recoil(-5)
		TNK1 B 1 A_SetAngle(angle+3)
		
		TNK1 D 1 A_Recoil(-5)
		TNK1 D 1 A_SetAngle(angle+3)
		
		TNT1 A 0 A_SpawnItemEx ("EnemyTnkTreadsDamage" , 65, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 A_SpawnItemEx ("TankEngineWeakSpot" , -65, 0, 2, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNK1 E 1 A_Recoil(-5)
		TNK1 E 1 A_SetAngle(angle+3)
		TNT1 A 0 A_TakeInventory("ShotgunAmmo", 10)
		TNT1 A 0 A_TakeInventory("RifleAmmo", 10)
		Goto Rolling
		
	TurnRight:
		TNT1 A 0 A_SpawnItemEx("TnkStep", 0, 0, 8, 0, 0, 0, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("RocketAMmo", 1, "Halt")
		TNK1 B 1 A_Recoil(-5)
		TNK1 B 1 A_SetAngle(angle-3)
		
		TNK1 D 1 A_Recoil(-5)
		TNK1 D 1 A_SetAngle(angle-3)
		
		TNT1 A 0 A_SpawnItemEx ("EnemyTnkTreadsDamage" , 65, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 A_SpawnItemEx ("TankEngineWeakSpot" , -65, 0, 2, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNK1 E 1 A_Recoil(-5)
		TNK1 E 1 A_SetAngle(angle-3)
		
		TNT1 A 0 A_SpawnItemEx("TnkStep", 0, 0, 8, 0, 0, 0, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_JumpIfInventory("RocketAMmo", 1, "Halt")
		TNK1 B 1 A_Recoil(-5)
		TNK1 B 1 A_SetAngle(angle-3)
		
		TNK1 D 1 A_Recoil(-5)
		TNK1 D 1 A_SetAngle(angle-3)
		
		TNT1 A 0 A_SpawnItemEx ("EnemyTnkTreadsDamage" , 65, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 A_SpawnItemEx ("TankEngineWeakSpot" , -65, 0, 2, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNK1 E 1 A_Recoil(-5)
		TNK1 E 1 A_SetAngle(angle-3)
		TNT1 A 0 A_TakeInventory("ShotgunAmmo", 10)
		TNT1 A 0 A_TakeInventory("RifleAmmo", 10)
		Goto Rolling	
		
	RollingCantSee:
		TNT1 A 0 A_SpawnItemEx("TnkStep", 0, 0, 8, 0, 0, 0, angle, SXF_ABSOLUTEANGLE)
		TNK1 B 2 A_Chase("","")
		TNT1 A 0 A_JumpIfInventory("RifleAMmo", 1, "TurnLeft")
		TNT1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, "TurnRight")
		TNT1 A 0 A_JumpIfInventory("RocketAMmo", 1, "Halt")
		
		TNK1 D 2 A_Chase("","")
		TNT1 A 0 A_CustomMissile ("TankCheckLeft", 32, 0, -64, 2, 0)
		TNT1 A 0 A_CustomMissile ("TankCheckRight", 32, 0, 64, 2, 0)
		
		TNT1 A 0 A_SpawnItemEx ("EnemyTnkTreadsDamage" , 65, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 A_SpawnItemEx ("TankEngineWeakSpot" , -65, 0, 2, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNK1 E 2 A_Chase("","")
		TNT1 A 0 A_CheckSight("RollingCantSee")
		Goto See
	Pain:	
	    TNT1 A 0
		TNK1 B 2 A_Pain
		Goto Rolling
		
	///////////////////////
	Death:
		TNT1 A 1
		TNT1 A 0 A_StopSound(4)
		TNT1 A 0 A_SpawnItem("BigExplosion1112")
		TNT1 A 0 A_PlaySound("weapons/explode")
		TNT1 A 0 A_PlaySound("EXPLOSIO", 3)
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_KillChildren
		TNT1 A 0 A_NoBlocking
		NULL AAAAAA 0 A_CustomMissile ("MetalShard1", 96, 0, random (0, 360), 2, random (0, 180))
		NULL AAAAAA 0 A_CustomMissile ("MetalShard2", 96, 0, random (0, 360), 2, random (0, 180))
		NULL AAAAAAAAA 0 A_CustomMissile ("BDGlassShard", 96, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItem("DestroyedArmouredVehicleTemp")
		ELEC A 0 A_Explode(100, 250)
		TNT1 A 15
		TNT1 A 0
		Stop	   
	}
} 

ACTOR TankCheckLeft: FastProjectile
{
	DamageType None
	Damage (random (0, 0))
	+THRUACTORS
	Radius 2
	Height 2
	Speed 60
	States
	{
		Spawn:
			TNT1 A 2
			Stop
		Death:
			TNT1 A 1
			TNT1 A 0 A_GiveToTarget("RifleAmmo", 1)
			TNT1 A 1
			Stop
		Xdeath:
			TNT1 A 0
			TNT1 A 1
			Stop
	}
}

ACTOR TankCheckRight: TankCheckLeft
{
	States
	{
		Death:
			TNT1 A 1
			TNT1 A 0 A_GiveToTarget("ShotgunAmmo", 1)
			TNT1 A 1
			Stop
	}
}

Actor ZombieMainBattleTankBody1//Turret
{
	MONSTER
	+FORCEXYBILLBOARD 
	+DONTSPLASH
	+THRUACTORS 
	+NOGRAVITY
	+NOCLIP 
	+NOBLOOD 
	+NOPAIN
	+DONTHARMSPECIES
	+NOINFIGHTING
	+SLIDESONWALLS
	+NORADIUSDMG
	+NOBLOODDECALS
	+DONTRIP
	+NOTIMEFREEZE
	damage 0
	radius 2
	height 2
	speed 0
	Scale 1.0
	Health 3000
	Mass 31700//35 tons
	Species "EnemyTank"
	MinMissileChance 128
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("TankReady", 175)
		
	Idle:
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Look
		TNT1 A 0 A_GiveInventory("TankReady", 1)
	    Loop
		
	See:
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Chase
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Chase
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Chase
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Chase
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Chase
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Chase
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNT1 A 0 A_CheckSight("Idle")
		Loop

	Missile:
		TNT1 A 0
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_FaceTarget
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 0 A_Jump(32, "Cannon")
		
	Machinegun:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("IsInATank", 1, "Cannon")
		TNT1 A 0 A_PlaySound("CHAINSTA", 4)
		
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 91, 12, random(-3, 3), CMF_OFFSETPITCH, random(-2,2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 91, 12, 0, 0)
		
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 91, 12, random(-3, 3), CMF_OFFSETPITCH, random(-2,2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 91, 12, 0, 0)
		
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 91, 12, random(-3, 3), CMF_OFFSETPITCH, random(-2,2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 91, 12, 0, 0)
		
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 91, 12, random(-3, 3), CMF_OFFSETPITCH, random(-2,2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 91, 12, 0, 0)
		
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 91, 12, random(-3, 3), CMF_OFFSETPITCH, random(-2,2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 91, 12, 0, 0)
		
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 91, 12, random(-3, 3), CMF_OFFSETPITCH, random(-2,2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 91, 12, 0, 0)
		
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 91, 12, random(-3, 3), CMF_OFFSETPITCH, random(-2,2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 91, 12, 0, 0)
		
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 91, 12, random(-3, 3), CMF_OFFSETPITCH, random(-2,2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 91, 12, 0, 0)
		
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 91, 12, random(-3, 3), CMF_OFFSETPITCH, random(-2,2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 91, 12, 0, 0)
		
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 91, 12, random(-3, 3), CMF_OFFSETPITCH, random(-2,2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 91, 12, 0, 0)
		
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 91, 12, random(-3, 3), CMF_OFFSETPITCH, random(-2,2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 91, 12, 0, 0)
		
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 91, 12, random(-3, 3), CMF_OFFSETPITCH, random(-2,2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 91, 12, 0, 0)
		Goto See
		
	Cannon:
		TNT1 A 0 A_JumpIfInventory("TankReady", 175, 1)
		Goto See
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_FaceTarget(2)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		
		TNT1 A 0 A_PlaySound("TANKF", 4)
		TNT1 A 0 A_CustomMissile("EnemyTankShell", 60, 0, random(-2, 2), CMF_OFFSETPITCH, random(-1,1))
		TNT1 A 0 A_CustomMissile("TankFireEffect", 60, 0, 0, 0)
		
		TNKZ T 1 A_FaceTarget(2)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		TNKZ T 1 A_FaceTarget(2)
		TNT1 A 0 A_GiveInventory("TankReady", 1)
		
		TNT1 A 0 A_TakeInventory("TankReady", 175)
		Goto See
		
	Death:
		TNT1 A 0
		Stop
		
	XDeath:
		TNT1 A 0
		Stop
	}
}

ACTOR ZombieArtilleryTank : ZombieMainBattleTank 9950
{
    Radius 64
	Height 88
	health 1560
	Mass 36300//40 tons
	Speed 16
	States
	{
	Spawn:
		TNK1 B 0
		TNT1 A 0 A_SpawnItemEx ("ZombieArtilleryTankBody1", 0, 0, 0, velx, vely, velz, angle, SXF_SETMASTER | SXF_ABSOLUTEANGLE)
		TNK1 B 4
		Goto Standby   
	}
} 

Actor ZombieArtilleryTankBody1: ZombieMainBattleTankBody1
{
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("LRMReady", 88)
		
	Idle:
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_Look
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
	    Loop
		
	See:
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_Chase
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_Chase
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_Chase
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_Chase
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_Chase
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_Chase
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		Loop

	Missile:
		TNT1 A 0
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_FaceTarget
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 0 A_Jump(32, "Rockets")
		
	Autocannon:
		TNT1 A 0
		
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TNT1 A 0 A_PlaySound("ACANO1", 4)
		TNT1 A 0 A_CustomMissile("AutoCannonProjectileEnemy", 72, 26, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("AutocannonFlash", 72, 26, 0, 0)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TNT1 A 0 A_PlaySound("ACANO1", 4)
		TNT1 A 0 A_CustomMissile("AutoCannonProjectileEnemy", 72, -26, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("AutocannonFlash", 72, -26, 0, 0)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
	
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TNT1 A 0 A_PlaySound("ACANO1", 4)
		TNT1 A 0 A_CustomMissile("AutoCannonProjectileEnemy", 72, 26, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("AutocannonFlash", 72, 26, 0, 0)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TNT1 A 0 A_PlaySound("ACANO1", 4)
		TNT1 A 0 A_CustomMissile("AutoCannonProjectileEnemy", 72, -26, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("AutocannonFlash", 72, -26, 0, 0)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TNT1 A 0 A_PlaySound("ACANO1", 4)
		TNT1 A 0 A_CustomMissile("AutoCannonProjectileEnemy", 72, 26, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("AutocannonFlash", 72, 26, 0, 0)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TNT1 A 0 A_PlaySound("ACANO1", 4)
		TNT1 A 0 A_CustomMissile("AutoCannonProjectileEnemy", 72, -26, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("AutocannonFlash", 72, -26, 0, 0)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TNT1 A 0 A_PlaySound("ACANO1", 4)
		TNT1 A 0 A_CustomMissile("AutoCannonProjectileEnemy", 72, 26, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("AutocannonFlash", 72, 26, 0, 0)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TNT1 A 0 A_PlaySound("ACANO1", 4)
		TNT1 A 0 A_CustomMissile("AutoCannonProjectileEnemy", 72, -26, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("AutocannonFlash", 72, -26, 0, 0)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		TN2Z T 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		Goto See
		
	Rockets:
		TNT1 A 0 A_JumpIfCloser(256, "Autocannon")
		TNT1 A 0 A_JumpIfInventory("LRMReady", 88, 1)
		Goto See
		
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TN2Z T 1 A_FaceTarget(2)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TN2Z T 1 A_FaceTarget(2)
		TNT1 A 0 A_CustomMissile("LRMEnemy", 72, 26, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TN2Z T 1 A_FaceTarget(2)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		
		TN2Z T 1 A_FaceTarget(2)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TN2Z T 1 A_FaceTarget(2)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TNT1 A 0 A_CustomMissile("LRMEnemy", 72, -26, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
		TN2Z T 1 A_FaceTarget(2)
		TN2Z T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE)
		TN2Z T 1 A_FaceTarget(2)
		
		TNT1 A 0 A_TakeInventory("LRMReady", 88)
		Goto See
		
	Death:
		TNT1 A 0
		Stop
		
	XDeath:
		TNT1 A 0
		Stop
	}
}

ACTOR ZombieHelicopter 9953
{
	Game Doom
	Health 1260
	Scale 1.0
	Radius 64
	Height 128
	Mass 18100
	Speed 11
	FloatSpeed 8
	PainChance 0
	
	Damagefactor "Avoid", 1.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0	Damagefactor "Crush", 20.0
	Damagefactor "Cut", 0.0	Damagefactor "Extremepunches", 0.0	Damagefactor "Fatality", 0.0
	Damagefactor "FriendBullet", 0.25	Damagefactor "GibRemoving", 0.0	Damagefactor "Glass", 0.0
	Damagefactor "HangingHook", 0.0	Damagefactor "Head", 0.0	Damagefactor "HeadKick", 0.0
	Damagefactor "HelperMarineFatallity", 0.0	Damagefactor "KillMe", 1.0	Damagefactor "Leg", 0.0
	Damagefactor "LowKick", 0.0	Damagefactor "MonsterKnocked", 0.0	Damagefactor "PussyGrab", 0.0
	Damagefactor "Repair", 1.0	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "Saw", 0.0
	Damagefactor "Slide", 0.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Taunt", 1.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0	Damagefactor "Kick", 0.0
	Damagefactor "Melee", 0.0	Damagefactor "Shrapnel", 0.25	Damagefactor "Slime", 0.0
	Damagefactor "Stealth", 0.0	Damagefactor "Stomp", 0.0	Damagefactor "Trample", 0.0
	Damagefactor "Burn", 0.0	Damagefactor "Fire", 0.0	Damagefactor "Flames", 0.0
	Damagefactor "GreenFire", 0.0	Damagefactor "HumanBBQ", 0.0	Damagefactor "Bullet", 0.25
	Damagefactor "Desintegrate", 3.0	Damagefactor "Explosive", 0.5	Damagefactor "ExplosiveImpact", 0.25
	Damagefactor "Minigun", 0.25	Damagefactor "Minor", 0.25	Damagefactor "MonsterBullet", 0.25
	Damagefactor "MonsterMinigun", 0.25	Damagefactor "MonsterShotgunBullet", 0.25	Damagefactor "Shotgun", 0.25
	Damagefactor "SSG", 0.25	Damagefactor "HitGround", 3.0	Damagefactor "Plasma", 1.25
	Damagefactor "Railgun", 2.0	Damagefactor "TankWeakSpot", 3.0	Damagefactor "CheckRepair", 0.0

	PainChance "Avoid", 0	PainChance "HitGround", 255	PainChance "Repair", 255
	
	Monster
	SeeSound "HELSTAR"
	MinMissileChance 128
	+FLOAT
	+NOGRAVITY
	+DROPOFF
	+NOLIFTDROP
	+DONTMORPH
	+DONTHARMSPECIES
	+NOINFIGHTING
	+SLIDESONWALLS
	+NORADIUSDMG
	+NOBLOODDECALS
	+DONTRIP
	+NOTIMEFREEZE
	+FORCEXYBILLBOARD
	+AVOIDMELEE
	BloodType "TankBlood", "TankBlood", "TankBlood"
	Species "EnemyTank"
	Obituary "%o was destroyed by a zombie-sized helicopter."
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("SRMReady", 35)
		
	Idle:
		HELZ A 4 A_Look
		TNT1 A 0 A_GiveInventory("SRMReady", 4)
		Loop
		
	See:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("HELILOP2", 7, 1, 1)
		
	SeeContinue:
		TNT1 A 0 A_JumpIf((Z-floorz) < 512, "LiftOff")
		HELZ ABCD 1 A_Chase
		TNT1 A 0 A_GiveInventory("SRMReady", 4)
		TNT1 A 0 A_JumpIfCloser(256, "FallBack")
		Loop
		
	FallBack:
		HELZ ABCD 1 A_Recoil(3)
		TNT1 A 0 A_GiveInventory("SRMReady", 4)
		TNT1 A 0 A_JumpIf((Z-floorz) < 512, "LiftOff")
		Goto SeeContinue
	
	LiftOff:
		HELZ ABCD 1 A_FaceTarget
		TNT1 A 0 A_GiveInventory("SRMReady", 4)
		HELZ A 0 A_JumpIf(ceilingz - (height+Z) > 0, 1)
		Goto SeeContinue+1
		HELZ A 0 ThrustThingZ(0, 8, 0, 1)
		HELZ A 0 ThrustThing(angle * 256/360, 3, 1, 0)
		TNT1 A 0 A_GiveInventory("SRMReady", 4)
		TNT1 A 0 A_JumpIfCloser(256, "FallBack")
		Goto SeeContinue
	
	Missile:
		TNT1 A 0 A_Stop
		HELZ ABCD 1 A_FaceTarget
		TNT1 A 0 A_GiveInventory("SRMReady", 4)
		HELZ A 0 A_Jump(16, "Rockets")
		HELZ A 0 A_Jump(32, "Autocannon")
	
	Machinegun:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("IsInATank", 1, "Missile2")
		TNT1 A 0 A_PlaySound("CHAINSTA", 4)
		
		HELZ ABC 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("SRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 50, 82, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 50, 82, 0, 0)
		
		HELZ DAB 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("SRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 50, -82, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 50, -82, 0, 0)
		
		HELZ CDA 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("SRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 50, 82, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 50, 82, 0, 0)
		
		HELZ BCD 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("SRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 50, -82, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 50, -82, 0, 0)
		
		HELZ ABC 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("SRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 50, 82, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 50, 82, 0, 0)
		
		HELZ DAB 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("SRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 50, -82, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 50, -82, 0, 0)
		
		HELZ CDA 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("SRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 50, 82, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 50, 82, 0, 0)
		
		HELZ BCD 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("SRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 50, -82, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 50, -82, 0, 0)
		
		HELZ ABC 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("SRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 50, 82, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 50, 82, 0, 0)
		
		HELZ DAB 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("SRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 50, -82, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 50, -82, 0, 0)
		
		HELZ CDA 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("SRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 50, 82, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 50, 82, 0, 0)
		
		HELZ BCD 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("SRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 50, -82, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 50, -82, 0, 0)
		Goto SeeContinue
	
	Missile2:
		TNT1 A 0
		HELZ A 0 A_Jump(128, "Rockets")
	
	Autocannon:
		HELZ ABCD 1 A_FaceTarget(2)
		TNT1 A 0 A_GiveInventory("SRMReady", 4)
		TNT1 A 0 A_PlaySound("ACANO1", 4)
		TNT1 A 0 A_CustomMissile("AutoCannonProjectileEnemy", 2, 0, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("AutocannonFlash", 2, 0, 0, 0)
		
		HELZ ABCD 1 A_FaceTarget(2)
		TNT1 A 0 A_GiveInventory("SRMReady", 4)
		TNT1 A 0 A_PlaySound("ACANO1", 4)
		TNT1 A 0 A_CustomMissile("AutoCannonProjectileEnemy", 2, 0, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("AutocannonFlash", 2, 0, 0, 0)
		
		HELZ ABCD 1 A_FaceTarget(2)
		TNT1 A 0 A_GiveInventory("SRMReady", 4)
		TNT1 A 0 A_PlaySound("ACANO1", 4)
		TNT1 A 0 A_CustomMissile("AutoCannonProjectileEnemy", 2, 0, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("AutocannonFlash", 2, 0, 0, 0)
		
		HELZ ABCD 1 A_FaceTarget(2)
		TNT1 A 0 A_GiveInventory("SRMReady", 4)
		TNT1 A 0 A_PlaySound("ACANO1", 4)
		TNT1 A 0 A_CustomMissile("AutoCannonProjectileEnemy", 2, 0, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("AutocannonFlash", 2, 0, 0, 0)
		
		HELZ ABCD 1 A_FaceTarget(2)
		TNT1 A 0 A_GiveInventory("SRMReady", 4)
		TNT1 A 0 A_PlaySound("ACANO1", 4)
		TNT1 A 0 A_CustomMissile("AutoCannonProjectileEnemy", 2, 0, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("AutocannonFlash", 2, 0, 0, 0)
		
		HELZ ABCD 1 A_FaceTarget(2)
		TNT1 A 0 A_GiveInventory("SRMReady", 4)
		TNT1 A 0 A_PlaySound("ACANO1", 4)
		TNT1 A 0 A_CustomMissile("AutoCannonProjectileEnemy", 2, 0, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("AutocannonFlash", 2, 0, 0, 0)
		
		HELZ ABCD 1 A_FaceTarget(2)
		TNT1 A 0 A_GiveInventory("SRMReady", 4)
		TNT1 A 0 A_PlaySound("ACANO1", 4)
		TNT1 A 0 A_CustomMissile("AutoCannonProjectileEnemy", 2, 0, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("AutocannonFlash", 2, 0, 0, 0)
		
		HELZ ABCD 1 A_FaceTarget(2)
		TNT1 A 0 A_GiveInventory("SRMReady", 4)
		TNT1 A 0 A_PlaySound("ACANO1", 4)
		TNT1 A 0 A_CustomMissile("AutoCannonProjectileEnemy", 2, 0, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("AutocannonFlash", 2, 0, 0, 0)
		Goto SeeContinue
		
	Rockets:
		TNT1 A 0 A_JumpIfCloser(256, "Machinegun")
		TNT1 A 0 A_JumpIfInventory("SRMReady", 35, 1)
		Goto See
		
		HELZ ABCD 1 A_FaceTarget(2)
		TNT1 A 0 A_CustomMissile("SRMEnemy", random(40, 55), random(60, 45), random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
		HELZ ABC 1 A_FaceTarget(2)
		
		HELZ DABC 1 A_FaceTarget(2)
		TNT1 A 0 A_CustomMissile("SRMEnemy", random(40, 55), random(-60, -45), random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
		HELZ DAB 1 A_FaceTarget(2)
		
		TNT1 A 0 A_TakeInventory("SRMReady", 35)
		Goto SeeContinue
	
	Pain:
		HELZ ABCD 1 A_Pain
		TNT1 A 0 A_GiveInventory("SRMReady", 4)
		Goto SeeContinue
		
	Pain.HitGround:
		TNT1 A 0
		TNT1 A 0 ThrustThingZ(0,60,0,1)
		HELZ ABCD 1 A_Pain
		TNT1 A 0 A_GiveInventory("SRMReady", 4)
		Goto SeeContinue	
	
	Pain.Avoid: 
		TNT1 A 0
		TNT1 A 0 A_Jump(255, "AvoidLeft", "AvoidRight", "AvoidUp", "AvoidDown")
		Goto AvoidLeft

	AvoidLeft:
		HELZ A 1 A_FaceTarget
		TNT1 A 0 A_GiveInventory("SRMReady", 1)
		TNT1 A 0 ThrustThing(angle*256/360+192, 32, 0, 0)
		HELZ BCDABCD 1 A_FaceTarget
		TNT1 A 0 A_GiveInventory("SRMReady", 7)
		Goto Missile
		
	AvoidRight:
		HELZ A 1 A_FaceTarget
		TNT1 A 0 A_GiveInventory("SRMReady", 1)
		TNT1 A 0 ThrustThing(angle*256/360+64, 32, 0, 0)
		HELZ BCDABCD 1 A_FaceTarget
		TNT1 A 0 A_GiveInventory("SRMReady", 7)
		Goto Missile
		
	AvoidUp:
		HELZ A 1 A_FaceTarget
		TNT1 A 0 A_GiveInventory("SRMReady", 1)
		TNT1 A 0 ThrustThingZ(0, 64, 0, 0)
		HELZ BCDABCD 1 A_FaceTarget
		TNT1 A 0 A_GiveInventory("SRMReady", 7)
		Goto Missile
		
	AvoidDown:
		HELZ A 1 A_FaceTarget
		TNT1 A 0 A_GiveInventory("SRMReady", 1)
		TNT1 A 0 ThrustThingZ(0, 64, 1, 0)
		HELZ BCDABCD 1 A_FaceTarget
		TNT1 A 0 A_GiveInventory("SRMReady", 7)
		Goto Missile
	
	Death:
		TNT1 A 0
		TNT1 A 0 A_StopSound(7)
		TNT1 A 0 A_PlaySound("HELSTOP", 7)
		TNT1 A 0 A_ChangeFlag("NOGRAVITY", 0)
		
	falling:
		TNT1 A 0 A_Scream
		TNT1 A 0 A_ClearTarget
		TNT1 A 0 A_NoBlocking
		HELZ AB 1 A_CustomMissile ("FlamethrowerFireParticles", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_SetAngle(10 + angle)
		HELZ CD 1 A_CustomMissile ("FlamethrowerFireParticles", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_SetAngle(10 + angle)
		TNT1 A 0 A_CheckFloor("Crashed")
		Loop
		
	Crashed:
		TNT1 A 0 A_SpawnItem("BigExplosion1112")
		TNT1 A 0 A_PlaySound("weapons/explode")
		TNT1 A 0 A_PlaySound("EXPLOSIO", 3)
		
		NULL AAAAAA 0 A_CustomMissile ("MetalShard1", 96, 0, random (0, 360), 2, random (0, 180))
		NULL AAAAAA 0 A_CustomMissile ("MetalShard2", 96, 0, random (0, 360), 2, random (0, 180))
		NULL AAAAAAAAA 0 A_CustomMissile ("BDGlassShard", 96, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_StopSound(7)
		ELEC A 0 A_Explode(100, 250)
		TNT1 A 0 A_SpawnItem("DestroyedAircraftTemp")
		Stop
	}
}

ACTOR ZombieMech 9954
{
	Game Doom
	Health 3450
	Scale 1.0
	Radius 49
	Height 120
	MaxStepHeight 40
	MaxDropOffHeight 60
	Mass 22700
	Speed 44
	Monster
	SeeSound "REPAIR"
	PainChance 0
	
	Damagefactor "Avoid", 1.0	Damagefactor "BHFTOnBarrel", 0.0	Damagefactor "Blood", 0.0
	Damagefactor "CancelTeleportFog", 0.0	Damagefactor "CauseWaterSplash", 0.0	Damagefactor "Crush", 20.0
	Damagefactor "Cut", 0.0	Damagefactor "Extremepunches", 0.0	Damagefactor "Fatality", 0.0
	Damagefactor "FriendBullet", 0.25	Damagefactor "GibRemoving", 0.0	Damagefactor "Glass", 0.0
	Damagefactor "HangingHook", 0.0	Damagefactor "Head", 0.0	Damagefactor "HeadKick", 0.0
	Damagefactor "HelperMarineFatallity", 0.0	Damagefactor "KillMe", 1.0	Damagefactor "Leg", 0.0
	Damagefactor "LowKick", 0.0	Damagefactor "MonsterKnocked", 0.0	Damagefactor "PussyGrab", 0.0
	Damagefactor "Repair", 1.0	Damagefactor "RevenantHitStomach", 0.0	Damagefactor "Saw", 0.0
	Damagefactor "Slide", 0.0	Damagefactor "SpawnMarine", 0.0	Damagefactor "Taunt", 1.0
	Damagefactor "TeleportRemover", 0.0	Damagefactor "Use", 0.0	Damagefactor "Kick", 0.0
	Damagefactor "Melee", 0.0	Damagefactor "Shrapnel", 0.25	Damagefactor "Slime", 0.0
	Damagefactor "Stealth", 0.0	Damagefactor "Stomp", 0.0	Damagefactor "Trample", 0.0
	Damagefactor "Burn", 0.0	Damagefactor "Fire", 0.0	Damagefactor "Flames", 0.0
	Damagefactor "GreenFire", 0.0	Damagefactor "HumanBBQ", 0.0	Damagefactor "Bullet", 0.25
	Damagefactor "Desintegrate", 3.0	Damagefactor "Explosive", 0.5	Damagefactor "ExplosiveImpact", 0.25
	Damagefactor "Minigun", 0.25	Damagefactor "Minor", 0.25	Damagefactor "MonsterBullet", 0.25
	Damagefactor "MonsterMinigun", 0.25	Damagefactor "MonsterShotgunBullet", 0.25	Damagefactor "Shotgun", 0.25
	Damagefactor "SSG", 0.25	Damagefactor "HitGround", 3.0	Damagefactor "Plasma", 1.25
	Damagefactor "Railgun", 2.0	Damagefactor "TankWeakSpot", 3.0	Damagefactor "CheckRepair", 0.0

	PainChance "Avoid", 0	PainChance "HitGround", 255	PainChance "Repair", 255
	
	MinMissileChance 128
	+FLOORCLIP
	+DONTMORPH
	+DONTHARMSPECIES
	+NOINFIGHTING
	+SLIDESONWALLS
	+NORADIUSDMG
	+NOBLOODDECALS
	+DONTRIP
	+NOTIMEFREEZE
	BloodType "TankBlood", "TankBlood", "TankBlood"
	Obituary "%o was destroyed by a zombie-sized Mech."
	Species "EnemyTank"
	States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_GiveInventory("LaserReady", 105)
		TNT1 A 0 A_GiveInventory("LRMReady", 88)
		
	Idle:
		MEKE A 4 A_Look
		TNT1 A 0 A_GiveInventory("LaserReady", 4)
		TNT1 A 0 A_GiveInventory("LRMReady", 4)
		Loop
		
	See:
		MEKE B 4 A_Chase
		TNT1 A 0 A_GiveInventory("LaserReady", 4)
		TNT1 A 0 A_GiveInventory("LRMReady", 4)
		MEKE C 4 A_Chase
		TNT1 A 0 A_GiveInventory("LaserReady", 4)
		TNT1 A 0 A_GiveInventory("LRMReady", 4)
		MEKE D 4 A_Chase
		TNT1 A 0 A_GiveInventory("LaserReady", 4)
		TNT1 A 0 A_GiveInventory("LRMReady", 4)
		TNT1 A 0 A_SpawnItemEx ("EnemyTnkTreadsDamage" , 50, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 A_PlaySound("MECHWLK", 15)
		MEKE E 4 A_Chase
		TNT1 A 0 A_GiveInventory("LaserReady", 4)
		TNT1 A 0 A_GiveInventory("LRMReady", 4)
		MEKE F 4 A_Chase
		TNT1 A 0 A_GiveInventory("LaserReady", 4)
		TNT1 A 0 A_GiveInventory("LRMReady", 4)
		MEKE G 4 A_Chase
		TNT1 A 0 A_GiveInventory("LaserReady", 4)
		TNT1 A 0 A_GiveInventory("LRMReady", 4)
		TNT1 A 0 A_SpawnItemEx ("EnemyTnkTreadsDamage" , 50, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 A_PlaySound("MECHWLK", 15)
		TNT1 A 0 A_CheckSight("Idle")
		TNT1 A 0 A_Jump(16, "Jump")
		Loop
	
	AvoidLeft:
		MEKE H 0 ThrustThingZ(0, 96, 0, 0)
		MEKE H 0 ThrustThing(angle * 256/360+192, 11, 1, 0)
		TNT1 A 0 A_PlaySound("MECHJUMP")
		Goto JumpAnimation
	
	AvoidRight:
		MEKE H 0 ThrustThingZ(0, 96, 0, 0)
		MEKE H 0 ThrustThing(angle * 256/360+64, 11, 1, 0)
		TNT1 A 0 A_PlaySound("MECHJUMP")
		Goto JumpAnimation
	
	Jump:
		MEKE H 0 ThrustThingZ(0, 96, 0, 0)
		MEKE H 0 ThrustThing(angle * 256/360, 11, 1, 0)
		TNT1 A 0 A_PlaySound("MECHJUMP")
	JumpAnimation:
		MEKE H 2 A_FaceTarget(8)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, 25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, -25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_GiveInventory("LaserReady", 2)
		TNT1 A 0 A_GiveInventory("LRMReady", 2)
		MEKE H 2 A_FaceTarget(8)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, 25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, -25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_GiveInventory("LaserReady", 2)
		TNT1 A 0 A_GiveInventory("LRMReady", 2)
		MEKE H 2 A_FaceTarget(8)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, 25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, -25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_GiveInventory("LaserReady", 2)
		TNT1 A 0 A_GiveInventory("LRMReady", 2)
		MEKE H 2 A_FaceTarget(8)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, 25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, -25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_GiveInventory("LaserReady", 2)
		TNT1 A 0 A_GiveInventory("LRMReady", 2)
		MEKE H 2 A_FaceTarget(8)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, 25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, -25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_GiveInventory("LaserReady", 2)
		TNT1 A 0 A_GiveInventory("LRMReady", 2)
		MEKE H 2 A_FaceTarget(8)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, 25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, -25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_GiveInventory("LaserReady", 2)
		TNT1 A 0 A_GiveInventory("LRMReady", 2)
		MEKE H 2 A_FaceTarget(8)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, 25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, -25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_GiveInventory("LaserReady", 2)
		TNT1 A 0 A_GiveInventory("LRMReady", 2)
		MEKE H 2 A_FaceTarget(8)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, 25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, -25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_GiveInventory("LaserReady", 2)
		TNT1 A 0 A_GiveInventory("LRMReady", 2)
		MEKE H 2 A_FaceTarget(8)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, 25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, -25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_GiveInventory("LaserReady", 2)
		TNT1 A 0 A_GiveInventory("LRMReady", 2)
		MEKE H 2 A_FaceTarget(8)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, 25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, -25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_GiveInventory("LaserReady", 2)
		TNT1 A 0 A_GiveInventory("LRMReady", 2)
		MEKE H 2 A_FaceTarget(8)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, 25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, -25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_GiveInventory("LaserReady", 2)
		TNT1 A 0 A_GiveInventory("LRMReady", 2)
		MEKE H 2 A_FaceTarget(8)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, 25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_SpawnItemEx("BlueFlameTrails", -49, -25, 0, 0, 0, -3, 180)
		TNT1 A 0 A_GiveInventory("LaserReady", 2)
		TNT1 A 0 A_GiveInventory("LRMReady", 2)
		
	Falling:
		MEKE H 2 A_FaceTarget(8)
		TNT1 A 0 A_GiveInventory("LaserReady", 2)
		TNT1 A 0 A_GiveInventory("LRMReady", 2)
		TNT1 A 0 A_JumpIf(velz == 0, "HitGround")
		Loop
		
	HitGround:
		TNT1 A 0
		TNT1 A 0 A_Stop
		TNT1 A 0 A_SpawnItem("MechStompLand2")
		TNT1 A 0 Radius_Quake(8, 24, 0, 4, 0)
		TNT1 A 0 A_PlaySound("BIKECLW", 1)
		TNT1 A 0 A_PlaySound("EBIKECLS", 2)
		MEKE A 18
		TNT1 A 0 A_GiveInventory("LaserReady", 18)
		TNT1 A 0 A_GiveInventory("LRMReady", 18)
		Goto See
		
	Missile:
		TNT1 A 0
		MEKE A 4 A_FaceTarget
		TNT1 A 0 A_GiveInventory("LaserReady", 4)
		TNT1 A 0 A_GiveInventory("LRMReady", 4)
		TNT1 A 0 A_Jump(32, "Rockets", "Lasers")
		
	Machinegun:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("IsInATank", 1, "Missile2")
		TNT1 A 0 A_PlaySound("CHAINSTA", 4)
		
		MEKE A 3 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LaserReady", 3)
		TNT1 A 0 A_GiveInventory("LRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 85, 61, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 85, 61, 0, 0)
		
		MEKE A 3 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LaserReady", 3)
		TNT1 A 0 A_GiveInventory("LRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 85, -61, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 85, -61, 0, 0)
		
		MEKE A 3 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LaserReady", 3)
		TNT1 A 0 A_GiveInventory("LRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 85, 61, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 85, 61, 0, 0)
		
		MEKE A 3 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LaserReady", 3)
		TNT1 A 0 A_GiveInventory("LRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 85, -61, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 85, -61, 0, 0)
		
		MEKE A 3 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LaserReady", 3)
		TNT1 A 0 A_GiveInventory("LRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 85, 61, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 85, 61, 0, 0)
		
		MEKE A 3 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LaserReady", 3)
		TNT1 A 0 A_GiveInventory("LRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 85, -61, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 85, -61, 0, 0)
		
		MEKE A 3 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LaserReady", 3)
		TNT1 A 0 A_GiveInventory("LRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 85, 61, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 85, 61, 0, 0)
		
		MEKE A 3 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LaserReady", 3)
		TNT1 A 0 A_GiveInventory("LRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 85, -61, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 85, -61, 0, 0)
		
		MEKE A 3 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LaserReady", 3)
		TNT1 A 0 A_GiveInventory("LRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 85, 61, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 85, 61, 0, 0)
		
		MEKE A 3 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LaserReady", 3)
		TNT1 A 0 A_GiveInventory("LRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 85, -61, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 85, -61, 0, 0)
		
		MEKE A 3 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LaserReady", 3)
		TNT1 A 0 A_GiveInventory("LRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 85, 61, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 85, 61, 0, 0)
		
		MEKE A 3 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LaserReady", 3)
		TNT1 A 0 A_GiveInventory("LRMReady", 3)
		TNT1 A 0 A_PlaySound("TANKMG", 4)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 85, -61, random(-3, 3), CMF_OFFSETPITCH, random(-2, 2))
		TNT1 A 0 A_CustomMissile("HeavyMachinegunFlash", 85, -61, 0, 0)
		
		Goto See
	
	Missile2:
		TNT1 A 0
		MEKE A 0 A_Jump(128, "Lasers")
	
	Rockets:
		TNT1 A 0 A_JumpIfInventory("LRMReady", 88, 1)
		Goto See
		
		MEKE A 7 A_FaceTarget(2)
		TNT1 A 0 A_GiveInventory("LaserReady", 7)
		TNT1 A 0 A_CustomMissile("LRMEnemy", 106, 45, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
		
		MEKE A 7 A_FaceTarget(2)
		TNT1 A 0 A_GiveInventory("LaserReady", 7)
		TNT1 A 0 A_CustomMissile("LRMEnemy", 106, -45, random(-2, 2), CMF_OFFSETPITCH, random(-1, 1))
		
		TNT1 A 0 A_TakeInventory("LRMReady", 88)
		Goto See
		
	Lasers:
		TNT1 A 0 A_JumpIfInventory("LaserReady", 105, 1)
		Goto See
		MEKE A 0 A_PlaySound("SLSRST", 4)
	LasersContinue:
		TNT1 A 0 A_JumpIfInventory("LaserReady", 1, 1)
		Goto See
		MEKE A 1 A_FaceTarget(4)
		TNT1 A 0 A_GiveInventory("LRMReady", 1)
		MEKH A 0 A_CustomRailGun((random(6,6)), -35, "none", "blue", RGF_NOPIERCING | RGF_SILENT | RGF_FULLBRIGHT, 0, 0, "SmallLaserPuff", 0.1, 0, 8640, 1, 32.0, 0, "SmallLaserTrail", 12.0)
		MEKH A 0 A_CustomRailGun((random(6,6)), 35, "none", "blue", RGF_NOPIERCING | RGF_SILENT | RGF_FULLBRIGHT, 0, 0, "SmallLaserPuff", 0.1, 0, 8640, 1, 32.0, 0, "SmallLaserTrail", 12.0)
		MEKH A 0 A_CustomRailGun((random(6,6)), -47, "none", "blue", RGF_NOPIERCING | RGF_SILENT | RGF_FULLBRIGHT, 0, 0, "SmallLaserPuff", 0.1, 0, 8640, 1, 32.0, 0, "SmallLaserTrail", 12.0)
		MEKH A 0 A_CustomRailGun((random(6,6)), 47, "none", "blue", RGF_NOPIERCING | RGF_SILENT | RGF_FULLBRIGHT, 0, 0, "SmallLaserPuff", 0.1, 0, 8640, 1, 32.0, 0, "SmallLaserTrail", 12.0)
		
		TNT1 A 0 A_TakeInventory("LaserReady", 3)
		TNT1 A 0 A_CheckSight("See")
		Goto LasersContinue
		
	Pain:
		MEKE A 4 A_Pain
		Goto See
	
	Pain.Avoid:
		TNT1 A 0
		TNT1 A 0 A_Jump(255, "AvoidLeft", "AvoidRight")
		Goto AvoidLeft
	
	Death:	
		TNT1 A 1
		TNT1 A 0 A_SpawnItem("BigExplosion1112")
		TNT1 A 0 A_PlaySound("weapons/explode")
		TNT1 A 0 A_PlaySound("EXPLOSIO", 3)
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_NoBlocking
		NULL AAAAAA 0 A_CustomMissile ("MetalShard1", 96, 0, random (0, 360), 2, random (0, 180))
		NULL AAAAAA 0 A_CustomMissile ("MetalShard2", 96, 0, random (0, 360), 2, random (0, 180))
		NULL AAAAAAAAA 0 A_CustomMissile ("BDGlassShard", 96, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItem("DestroyedArmouredVehicleTemp")
		ELEC A 0 A_Explode(100, 250)
		TNT1 A 15
		TNT1 A 0
		Stop	
	}
}