// ===========================================================
//
// XV117 Monster Expansion 1.2b
//
// Updated Rifle Zombie to work on new Smart Reloading System
//
// ===========================================================

Actor XV117_RifleZombie : RifleZombie replaces RifleZombie
{
   States
	{
   Spawn:
	PSSS B 1
	TNT1 A 0 A_GiveInventory("SKZombieman", 1)
	TNT1 A 0 A_GiveInventory("TypeZombieMan", 1)
	TNT1 A 0 A_TakeInventory("RifleZombieManAmmo", 30)
	TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", random(1,30))
	TNT1 A 0 ACS_ExecuteAlways(728)//Check if new monsters are disabled
	TNT1 A 0 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated
	PSSS B 2
	TNT1 A 0 A_JumpIfInventory("nonewenemies", 1, "Stand")
	TNT1 A 0 A_Jump(1, "ReplaceAxeman")
	TNT1 A 0 A_Jump(140, "ReplacePistol")
	Goto Stand

   Missile:
	TNT1 A 0 A_Stop
		
	TNT1 A 0 A_ChangeFlag("GHOST", 0)
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	TNT1 A 0 A_TakeInventory("SKZombieman", 1)
	TNT1 A 0 A_TakeInventory("EnemyMemory", 10)
		
        TNT1 A 0 A_Jump(8, "Grenade")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 44,0)
	TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
		
	//TNT1 A 0 A_TakeInventory("CantFire", 1)
	//TNT1 A 0 A_CustomMissile("MonsterTargetCheck", 34, 0, 0, 0) 
	//TNT1 A 0 A_CustomMissile("MonsterTargetCheckFaster", 34, 0, 0, 0)  
	POSR E 18 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 44,0)
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 36, 20, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
	TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
	POSR F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-2, 2), 1, random(-2, 2))
	TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
	TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
	POSR E 2 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 36, 20, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
	TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
	POSR F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-2, 2), 1, random(-2, 2))
	TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
	TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
	POSR E 2 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
	
	TNT1 A 0 A_SpawnItem ("HeadshotTarget20", 0, 40,0)
	TNT1 A 0 A_SpawnItem ("LegTarget20", 10)
		
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 36, 20, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
	TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
	POSR F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-2, 2), 1, random(-2, 2))
	TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
	TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
	POSR E 2 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 36, 20, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
	TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
	POSR F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-2, 2), 1, random(-2, 2))
	TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
	TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
	POSR E 2 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("RifleZombieManAmmo", 30, "Reload")
		
        TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 36, 20, 15, 0)
        TNT1 A 0 A_PlaySound("weapons/rifle")
	TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 32, 0, 0, 1, 0)
	POSR F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-2, 2), 1, random(-2, 2))
	TNT1 A 0 A_GiveInventory("RifleZombieManAmmo", 1)
	TNT1 A 0 A_SpawnItem ("RifleCaseSpawn", 0, 30,0)
	POSR E 2 A_FaceTarget
		
		
	POSR E 6 A_FaceTarget
	TNT1 A 0 A_JumpIfInTargetInventory("IsInvisible", 1, "SearchForPlayer")
        Goto SeeContinue

   Reload:
	TNT1 A 0 A_TakeInventory("RifleZombieManAmmo", 30)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 4, 44,0)
	TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        POSR E 3
	POSR E 1 A_CustomMissile("EmptyClipSpawn", 38, 0, random(-11, 11), 0)
        TNT1 A 0 A_PlaySound("Reload")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
	TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        ID12 A 10
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
	TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        ID12 A 10
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
	TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        ID12 B 10
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
	TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        ID12 C 10
        TNT1 A 0 A_PlaySound("CLIPIN")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
	TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        ID12 D 10
	TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
	TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        POSR A 10
        Goto SeeContinue
	}
}