ACTOR HFQSZLastStand1: DyingHFQSZNoLeg
{
Health 20
Speed 0
MONSTER
+MISSILEMORE
+MISSILEEVENMORE
+LOOKALLAROUND
+GHOST
+THRUGHOST
-SOLID
+LOOKALLAROUND
-COUNTKILL
-FRIENDLY
Tag "Last Stand Zombie"
BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
States
	{
	Spawn:
	ZQLS A 1 A_Look
	Loop
	
	See:
	ZQLS AAAAA 1 A_Chase
	Loop
	
	Missile:
	TNT1 A 0
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	ZQLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	ZQLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	ZQLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	ZQLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	ZQLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	ZQLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS A 10 A_FaceTarget
	Goto GotoDeath
	
	
	Death.MinorHead:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
        TNT1 AAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
		POS7 GHI 6
        TNT1 A 0 A_SpawnItem ("DeadHFQSZ_NoLeg", 1)
		Stop
	}
}

ACTOR HFQSZLastStand2: DyingHFQSZ
{
Health 20
Speed 0
MONSTER
+MISSILEMORE
+MISSILEEVENMORE
+LOOKALLAROUND
+GHOST
+THRUGHOST
-SOLID
+LOOKALLAROUND
-COUNTKILL
-FRIENDLY
Tag "Last Stand Zombie"
BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
States
	{
	Spawn:
	ZQLS C 1 A_Look
	Loop
	
	See:
	ZQLS CCCCC 1 A_Chase
	Loop
	
	Missile:
	TNT1 A 0
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	ZQLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	ZQLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	ZQLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	ZQLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	ZQLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	ZQLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZQLS C 10 A_FaceTarget
	Goto GotoDeath
	
	
	Death.MinorHead:
	    TNT1 A 0
        Goto Death.Head
	}
}		

// ASGGUY

ACTOR ASGGuyLastStand1: DyingASGGuyNoLeg
{
Health 20
Speed 0
MONSTER
+MISSILEMORE
+MISSILEEVENMORE
+LOOKALLAROUND
+GHOST
+THRUGHOST
-SOLID
+LOOKALLAROUND
-COUNTKILL
-FRIENDLY
Tag "Last Stand Zombie"
BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
States
	{
	Spawn:
	AGLS A 1 A_Look
	Loop
	
	See:
	AGLS AAAAA 1 A_Chase
	Loop
	
	Missile:
	TNT1 A 0
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	AGLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	AGLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	AGLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	AGLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	AGLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	AGLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS A 10 A_FaceTarget
	Goto GotoDeath
	
	
	Death.MinorHead:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
        TNT1 AAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
		POS7 GHI 6
        TNT1 A 0 A_SpawnItem ("DeadHFQSZ_NoLeg", 1)
		Stop
	}
}

ACTOR ASGGuyLastStand2: DyingASGGuy
{
Health 20
Speed 0
MONSTER
+MISSILEMORE
+MISSILEEVENMORE
+LOOKALLAROUND
+GHOST
+THRUGHOST
-SOLID
+LOOKALLAROUND
-COUNTKILL
-FRIENDLY
Tag "Last Stand Zombie"
BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
States
	{
	Spawn:
	AGLS C 1 A_Look
	Loop
	
	See:
	AGLS CCCCC 1 A_Chase
	Loop
	
	Missile:
	TNT1 A 0
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	AGLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	AGLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	AGLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	AGLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	AGLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("pfire")
	AGLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	AGLS C 10 A_FaceTarget
	Goto GotoDeath
	
	
	Death.MinorHead:
	    TNT1 A 0
        Goto Death.Head
	}
}		

// Z-Spec Ops

ACTOR ZSpecOpsLastStand1: DyingZSPECLegBlewedOff
{
Health 20
Speed 0
MONSTER
+MISSILEMORE
+MISSILEEVENMORE
+LOOKALLAROUND
+GHOST
+THRUGHOST
-SOLID
+LOOKALLAROUND
-COUNTKILL
-FRIENDLY
Tag "Last Stand Zombie"
BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
States
	{
	Spawn:
	ZOLS A 1 A_Look
	Loop
	
	See:
	ZOLS AAAAA 1 A_Chase
	Loop
	
	Missile:
	TNT1 A 0
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("CMGSIL")
	ZOLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("CMGSIL")
	ZOLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("CMGSIL")
	ZOLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("CMGSIL")
	ZOLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("CMGSIL")
	ZOLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("CMGSIL")
	ZOLS B 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS A 10 A_FaceTarget
	Goto GotoDeath
	
	
	Death.MinorHead:
        TNT1 A 0 A_PlaySound("misc/xdeath4")
		TNT1 AA 0 A_CustomMissile ("SmallBrainPiece", 32, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_Scream
        TNT1 AAAA 0 A_CustomMissile ("BrainBlood", 37, 0, random (0, 360), 2, random (0, 160))
		TNT1 A 0 A_NoBlocking
		POS7 GHI 6
        TNT1 A 0 A_SpawnItem ("DeadHFQSZ_NoLeg", 1)
		Stop
	}
}

ACTOR ZSpecOpsLastStand2: DyingZSPEC
{
Health 20
Speed 0
MONSTER
+MISSILEMORE
+MISSILEEVENMORE
+LOOKALLAROUND
+GHOST
+THRUGHOST
-SOLID
+LOOKALLAROUND
-COUNTKILL
-FRIENDLY
Tag "Last Stand Zombie"
BloodType "Brutal_Blood", "BloodSPlatterReplacer", "SawBlood"
States
	{
	Spawn:
	ZOLS C 1 A_Look
	Loop
	
	See:
	ZOLS CCCCC 1 A_Chase
	Loop
	
	Missile:
	TNT1 A 0
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("CMGSIL")
	ZOLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("CMGSIL")
	ZOLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("CMGSIL")
	ZOLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("CMGSIL")
	ZOLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("CMGSIL")
	ZOLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
    TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 24, 10, 15, 0)
    TNT1 A 0 A_PlaySound("CMGSIL")
	ZOLS D 6 BRIGHT A_CustomMissile("ZombieManTracer", 28, 0, random(-12, 12), 0)
    //TNT1 A 0 A_SpawnItem ("EmptyHellfestPistolThingSpawn", 0, 20,0)
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 28,0)
	ZOLS C 10 A_FaceTarget
	Goto GotoDeath
	
	
	Death.MinorHead:
	    TNT1 A 0
        Goto Death.Head
	}
}		