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 XVStealthFleshSpawn : FleshSpawn
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthIncarnate : Incarnate
{
	+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 XVStealthPyroDemon : PyroDemon
{
	+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 XVStealthSatyr : Satyr
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthShadow : Shadow
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthSuicideBomber : SuicideBomber
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

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

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

ACTOR XVStealthD3Trite : D3Trite
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthD3Wraith : D3Wraith
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
}

ACTOR XVStealthZSpecOps : ZSpecOps
{
	+STEALTH
	RenderStyle Translucent
	Alpha 0
	States
	     {
	Missile:
		TNT1 A 0 A_TakeInventory("SKZSpecOps", 1)
		TNT1 A 0 A_JumpIfInventory("Enraged", 1, "Firing1")
		TNT1 A 0 A_Jump(8,"Pain.Avoid")
        TNT1 A 0 A_Jump(256,"Firing1", "Firing2", "CrouchFire", "ADSFire")
		
	Firing1:
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		ZSP2 A 5 A_FaceTarget
		ZSP2 B 2 A_FaceTarget
		ZSP2 E 2 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
		ZSP2 F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 E 2 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
		ZSP2 F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		ZSP2 E 2 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
		ZSP2 F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, 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_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		ZSP2 E 2 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
		ZSP2 F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 E 1
		ZSP2 B 2
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		ZSP2 A 5 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        TNT1 A 0 A_Jump(18, "Firing2", "CrouchFire", "ADSFire")
		TNT1 A 0 A_Jump(10,"Pain.Avoid")
        Goto See

    Firing2:
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		ZSP2 A 5 A_FaceTarget
		ZSP2 B 2 A_FaceTarget
		ZSP2 E 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 34, 10, 15, 0)
		ZSP2 F 3 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		ZSP2 E 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 F 2 BRIGHT A_CustomMissile("ZombieManTracer", 32, 0, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 E 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 F 2 BRIGHT A_CustomMissile("ZombieManTracer", 34, 0, random(-9, 9), 0, random(-4, 6))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 E 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 F 2 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-18, 18), 0, random(-9,9))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 E 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 F 2 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-10, 10), 0, random(-3, 3))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 E 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 F 2 BRIGHT A_CustomMissile("ZombieManTracer", 34, 0, random(-9, 9), 0, random(-4, 6))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 E 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 F 2 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-10, 10), 0, random(-3, 3))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 E 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 F 2 BRIGHT A_CustomMissile("ZombieManTracer", random(30, 42), 0, random(-9, 9), 0, random(-4, 6))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 E 2
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		ZSP2 B 2
		ZSP2 A 5 A_FaceTarget
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        TNT1 A 0 A_Jump(12, "CrouchFire", "ADSFire")
		TNT1 A 0 A_Jump(8,"Pain.Avoid")
        Goto See
		
	CrouchFire:
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		ZSP2 M 8 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 30, 10, 15, 0)
		ZSP2 M 2 BRIGHT A_CustomMissile("ZombieManTracer", 30, 0, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		ZSP2 M 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 M 2 BRIGHT A_CustomMissile("ZombieManTracer", 30, 0, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 M 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 M 2 BRIGHT A_CustomMissile("ZombieManTracer", 30, 0, random(-9, 9), 0, random(-4, 6))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		ZSP2 M 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 M 2 BRIGHT A_CustomMissile("ZombieManTracer", 30, 0, random(-18, 18), 0, random(-9,9))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 M 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 M 2 BRIGHT A_CustomMissile("ZombieManTracer", 30, 0, random(-10, 10), 0, random(-3, 3))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 M 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 M 2 BRIGHT A_CustomMissile("ZombieManTracer", random(30, 42), 0, random(-9, 9), 0, random(-4, 6))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 M 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 M 2 BRIGHT A_CustomMissile("ZombieManTracer", 30, 0, random(-10, 10), 0, random(-3, 3))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 M 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 M 2 BRIGHT A_CustomMissile("ZombieManTracer", 30, 0, random(-9, 9), 0, random(-4, 6))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 M 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 30, 10, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 M 2 BRIGHT A_CustomMissile("ZombieManTracer", 30, 0, random(-9, 9), 0, random(-4, 6))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 M 3 A_FaceTarget
		ZSP2 E 2 
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 40,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        TNT1 A 0 A_Jump(12, "Firing1", "Firing2","ADSFire")
		TNT1 A 0 A_Jump(8,"Pain.Avoid")
        Goto See
		
	ADSFire:
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		ZSP2 N 8 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0)
        TNT1 A 0 A_CustomMissile("SmokeSpawner", 38, 11, 15, 0)
		ZSP2 N 2 BRIGHT A_CustomMissile("ZombieManTracer", 37, 0, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		ZSP2 N 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 N 2 BRIGHT A_CustomMissile("ZombieManTracer", 37, 0, random(-15, 15), 0, random(-8, 8))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 N 2 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 N 2 BRIGHT A_CustomMissile("ZombieManTracer", random(30, 42), 0, random(-9, 9), 0, random(-4, 6))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		ZSP2 N 3 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 N 2 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-18, 18), 0, random(-9,9))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 N 2 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 N 2 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-10, 10), 0, random(-3, 3))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 N 2 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 N 2 BRIGHT A_CustomMissile("ZombieManTracer", random(30, 42), 0, random(-9, 9), 0, random(-4, 6))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 N 2 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 N 2 BRIGHT A_CustomMissile("ZombieManTracer", 38, 0, random(-10, 10), 0, random(-3, 3))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 N 2 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 N 2 BRIGHT A_CustomMissile("ZombieManTracer", random(30, 42), 0, random(-9, 9), 0, random(-4, 6))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 N 2 A_FaceTarget
        TNT1 A 0 A_JumpIfInventory("ZSpecOpsAmmo", 35, "Reload")
        TNT1 AA 0 A_CustomMissile("OrangeLensFlareAlt", 38, 11, 15, 0)
        TNT1 A 0 A_PlaySound("CMGSIL", 1)
		ZSP2 N 2 BRIGHT A_CustomMissile("ZombieManTracer", random(30, 42), 0, random(-9, 9), 0, random(-4, 6))
		TNT1 A 0 A_GiveInventory("ZSpecOpsAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		ZSP2 N 3 A_FaceTarget
		ZSP2 E 2 
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        TNT1 A 0 A_Jump(12, "Firing1", "Firing2","Crouchfire")
		TNT1 A 0 A_Jump(8,"Pain.Avoid")
        Goto See
	     }
}

