ACTOR ChainsawZombie : RifleZombie
{ 
	//$Title "Chainsaw Zombie"
	//$Category XV117Monsters
	Health 40
	Radius 20//40spriteW(98%=39)
	Height 54//55spriteH(98%=54)
	Scale 0.98
	Mass 100
	Speed 12
	PainChance 255
	PainChance "Avoid", 10
	PainChance "Head", 255
	PainChance "Kick", 255
	PainChance "Melee", 255
	PainChance "Taunt", 255
	PainChance "HelperMarineFatality", 255
	damagefactor "Crush", 5.0
	damagefactor "GibRemoving", 0.0
	damagefactor "DontCallTheBaron", 0.0
	PainChance "MonsterKnocked", 255
	damagefactor "HelperMarineFatallity", 3.0
	damagefactor "Avoid", 1.0
	damagefactor "SSG", 50.0
	PainChance "ExplosiveImpact", 255
	damagefactor "TeleportRemover", 0.0
	PainChance "Trample", 255
	damagetype "Saw"
	damagefactor "Kick", 0.4
	damagefactor "Shrapnel", 0.4
	damagefactor "ExplosiveImpact", 0.6
	damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
	MONSTER 
	+FLOORCLIP 
	-DOHARMSPECIES
	Obituary "%o was sliced by a madman zombie with a chainsaw!" 
	Tag "Chainsaw Zombie"
	SeeSound "grunt/sight" 
	MeleeSound "weapons/sawhit" 
	PainSound "grunt/pain" 
	DeathSound "grunt/death" 
	ActiveSound "grunt/active" 
	AttackSound "weapons/sawhit" 
	DropItem "ChainsawSpawnerDropped"
    States 
    { 
    Spawn: 
        CHAN A 2 A_Look 
        CHAN A 2 A_PlayWeaponSound("weapons/chainsaw/idle") 
        CHAN A 2 A_Look 
        CHAN B 2 A_PlayWeaponSound("weapons/chainsaw/idle") 
        CHAN B 2 A_Look 
        CHAN B 2 A_PlayWeaponSound("weapons/chainsaw/idle")
		Loop
		
    See: 
        CHAN A 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
        CHAN B 2 A_Chase
		TNT1 A 0  A_PlayWeaponSound("weapons/chainsaw/idle") 
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		CHAN C 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
		CHAN D 2 A_Chase
		TNT1 A 0  A_PlayWeaponSound("weapons/chainsaw/idle") 
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTargetBase", 20)
        Loop 
    Melee: 
        CHAN E 2 A_FaceTarget 
		TNT1 A 0 Radius_Quake (2,3,0,2,0)//(intensity, duration, damrad, tremrad, tid)
        CHAN F 2 A_CustomMissile("SawAttack",27,0,0,0)
        Goto See 
		Missile:
		goto See
  
    Raise: 
        CHAN NMLKJIH 5 
        Goto See 
	Pain:
	    TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 8)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		CHAN G 3
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		CHAN G 3 A_Pain
		TNT1 A 0 A_Jump(196, "Missile")
	    Goto SeeContinue
        TNT1 AAAA 0
        TNT1 A 0 A_Pain
		TNT1 A 0 A_ChangeFlag("SPECTRAL", 0)
		TNT1 A 0 A_TAkeInventory("BarrelExpMeasure", 100)
        ID11 F 8
        Goto GetUp+2
	}
}
		
ACTOR SawAttack: BaronBall
{
	Radius 10
	Height 18
	DamageType Saw
	Projectile 
	+RANDOMIZE
    Damage 1
	+FORCEXYBILLBOARD
    +THRUGHOST
    +BLOODSPLATTER 
	RenderStyle Add
	Alpha 0.6
	HitObituary "$OB_IMPHIT"
    Obituary "$OB_IMPHIT"
	+DONTHURTSPECIES

	SeeSound "None"
	DeathSound "none"
	Decal "none"
    Speed 20
	States
	{
	Spawn:
		TNT1 A 4 BRIGHT
		Stop
	Death:
        //TNT1 A 0 A_PlaySound("RIP")
		TNT1 A 0 BRIGHT
		Stop
	}
}

