ACTOR XVStealthAracnorb : Aracnorb
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}


ACTOR XVStealthASGGuy : ASGGuy
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}


ACTOR XVStealthBruiser : BruiserDemon
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthChainsawGuy : ChainsawZombie
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthCyberBaron : CyberBaron
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthCyberKnight : PhasicKnightX
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthMajor : Major
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthMinigungGuy : MinigunGuy
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthPlasmaZombie : PlasmaZombie
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthPyroSergeant : PyroSergeant
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthQSGZombie : QuadShotgunZombie
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthRifleCommando : RifleCommando
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthRiotShieldGuy : RiotShieldGuy
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthRocketGuy : RocketGuy
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthSSGGuy : SuperShotgunZombie
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthTerminator : TerminatorDemon
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthZSpecOps : ZSpecOps
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
	DropItem "CMGSpawner"
	DropItem "CompactMGSilencer"
	DropItem "SuperBlurSphere" 4
	States
	     {
	Missile:
		TNT1 A 0 A_TakeInventory("SKZSpecOps", 1)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, "Firing2")
		TNT1 A 0 A_Jump(64,"Pain.Avoid")
        TNT1 A 0 A_Jump(128, "Firing2", "CrouchFire", "ADSFire")
		
	Firing1:
		ZSP2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 40, 11, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 40, 11, 15, 0)
		ZSP2 F 3 BRIGHT A_CustomMissile("ZombieManTracer", 40, 11, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		ZSP2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 40, 11, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 40, 11, 15, 0)
		ZSP2 F 3 BRIGHT A_CustomMissile("ZombieManTracer", 40, 11, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		ZSP2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 40, 11, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 40, 11, 15, 0)
		ZSP2 F 3 BRIGHT A_CustomMissile("ZombieManTracer", 40, 11, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		ZSP2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 40, 11, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 40, 11, 15, 0)
		ZSP2 F 3 BRIGHT A_CustomMissile("ZombieManTracer", 40, 11, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		ZSP2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 40, 11, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 40, 11, 15, 0)
		ZSP2 F 3 BRIGHT A_CustomMissile("ZombieManTracer", 40, 11, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
        TNT1 A 0 A_Jump(128, "Firing2", "CrouchFire", "ADSFire")
		TNT1 A 0 A_Jump(64,"Pain.Avoid")
        Goto See

    Firing2:
		ZSP2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 40, 11, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 40, 11, 15, 0)
		ZSP2 F 3 BRIGHT A_CustomMissile("ZombieManTracer", 40, 11, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")

		ZSP2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 40, 11, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 40, 11, 15, 0)
		ZSP2 F 3 BRIGHT A_CustomMissile("ZombieManTracer", 40, 11, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		ZSP2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 40, 11, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 40, 11, 15, 0)
		ZSP2 F 3 BRIGHT A_CustomMissile("ZombieManTracer", 40, 11, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		ZSP2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 40, 11, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 40, 11, 15, 0)
		ZSP2 F 3 BRIGHT A_CustomMissile("ZombieManTracer", 40, 11, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		ZSP2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 40, 11, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 40, 11, 15, 0)
		ZSP2 F 3 BRIGHT A_CustomMissile("ZombieManTracer", 40, 11, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		ZSP2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 40, 11, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 40, 11, 15, 0)
		ZSP2 F 3 BRIGHT A_CustomMissile("ZombieManTracer", 40, 11, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		ZSP2 E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 40, 11, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 40, 11, 15, 0)
		ZSP2 F 3 BRIGHT A_CustomMissile("ZombieManTracer", 40, 11, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")

		TNT1 A 0 A_Jump(128, "Firing1", "CrouchFire", "ADSFire")
		TNT1 A 0 A_Jump(64,"Pain.Avoid")
        Goto See
		
	CrouchFire:
		ZSP2 M 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 39, 13, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 39, 13, 15, 0)
		ZSP2 M 3 BRIGHT A_CustomMissile("ZombieManTracer", 39, 13, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		ZSP2 M 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 39, 13, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 39, 13, 15, 0)
		ZSP2 M 3 BRIGHT A_CustomMissile("ZombieManTracer", 39, 13, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		ZSP2 M 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 39, 13, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 39, 13, 15, 0)
		ZSP2 M 3 BRIGHT A_CustomMissile("ZombieManTracer", 39, 13, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		ZSP2 M 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 39, 13, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 39, 13, 15, 0)
		ZSP2 M 3 BRIGHT A_CustomMissile("ZombieManTracer", 39, 13, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		ZSP2 M 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 39, 13, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 39, 13, 15, 0)
		ZSP2 M 3 BRIGHT A_CustomMissile("ZombieManTracer", 39, 13, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		TNT1 A 0 A_Jump(128, "Firing1", "Firing2", "ADSFire")
		TNT1 A 0 A_Jump(64,"Pain.Avoid")
        Goto See
		
	ADSFire:
		ZSP2 NNN 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 50, 6, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 50, 6, 15, 0)
		ZSP2 N 3 BRIGHT A_CustomMissile("ZombieManTracer", 50, 6, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		ZSP2 NNN 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 50, 6, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 50, 6, 15, 0)
		ZSP2 N 3 BRIGHT A_CustomMissile("ZombieManTracer", 50, 6, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		ZSP2 NNN 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 50, 6, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 50, 6, 15, 0)
		ZSP2 N 3 BRIGHT A_CustomMissile("ZombieManTracer", 50, 6, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		ZSP2 NNN 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 50, 6, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 50, 6, 15, 0)
		ZSP2 N 3 BRIGHT A_CustomMissile("ZombieManTracer", 50, 6, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		ZSP2 NNN 2 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 51,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 50, 6, random(-8, 8), 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 50, 6, 15, 0)
		ZSP2 N 3 BRIGHT A_CustomMissile("ZombieManTracer", 50, 6, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		
		TNT1 A 0 A_Jump(128, "Firing1", "Firing2", "CrouchFire")
		TNT1 A 0 A_Jump(64,"Pain.Avoid")
        Goto See
		}
}

