//==================================
// Chainsaw Zombie
//==================================

ACTOR ChainsawZombieCDIA
{ 

    Health 355 
    Radius 20 
    Height 56 
    Speed 20 
	Meleerange 95
    MeleeDamage 10 
    PainChance 5 
	Scale 1.2
    MONSTER 
	+NOFEAR
	+CANTSEEK
	+DONTRIP
    +FLOORCLIP 
	+NORADIUSDMG
	+NOBLOCKMONST
	+SEEINVISIBLE
	+DONTHARMSPECIES
	Species "Hell"
    DamageFactor "Hell", 0.0 
	DropItem "BonusCrateDrop" 1
    Obituary "%o was sliced by a madman zombie with a chainsaw!" 
    SeeSound "grunt/sight" 
    MeleeSound "weapons/zsawhit" 
    PainSound "grunt/pain" 
    DeathSound "grunt/death" 
    ActiveSound "ChainsawZombie/active" 
	Tag "\c[s0]Chainsaw \c[i7]Zombie\c-"
    States 
    { 
    Spawn: 
        CHAZ A 4 A_Look 
        CHAZ A 4 A_PlayWeaponSound("weapons/zsawidle") 
        CHAZ A 4 A_Look 
        CHAZ B 4 A_PlayWeaponSound("weapons/zsawidle") 
        CHAZ B 4 A_Look 
        CHAZ B 4 A_PlayWeaponSound("weapons/zsawidle") 
        Loop 
    See: 
        CHAZ A 4 A_Chase 
        CHAZ A 4 A_Chase 
        CHAZ B 0 A_PlayWeaponSound("weapons/zsawidle") 
        CHAZ B 4 A_Chase 
        CHAZ B 4 A_Chase 
        CHAZ C 0 A_PlayWeaponSound("weapons/zsawidle") 
        CHAZ C 4 A_Chase 
        CHAZ C 4 A_Chase 
        CHAZ D 0 A_PlayWeaponSound("weapons/zsawidle") 
        CHAZ D 4 A_Chase 
        CHAZ D 4 A_Chase 
        CHAZ A 0 A_PlayWeaponSound("weapons/zsawidle") 
        Loop 
    Melee: 
	    TNT1 A 0 A_SpawnItemEx("FootStep",0,0,5,0,0,-20)
		TNT1 A 0 A_PlaySoundEx("saw/mill",1)
        CHAZ E 1 A_FaceTarget 
		TNT1 A 0 A_Recoil(-8)
		TNT1 A 0 A_TakeInventory("ChainSawJumping",1)
		TNT1 A 0 Bright A_SpawnItemEx("CardinalRageFlameSpawner")
        CHAZ F 3 A_MeleeAttack 
        Goto See 
	Missile: 
        CHAZ F 5 A_FaceTarget
		CHAZ F 5
		TNT1 A 0 Bright A_PlaySound("railgunner/chargedshot")
		TNT1 A 0 Bright A_CustomMissile("ZombieChainsawRipper",30)
        CHAZ F 5
		Goto See
    Pain: 
        CHAZ G 5 
        CHAZ G 3 A_Pain 
        Goto See 
    Death: 
        CHAZ H 5 
        CHAZ I 5 A_Scream 
        CHAZ J 5 A_Fall 
        CHAZ KLM 5 
        CHAZ N -1 
        Stop 
    XDeath:
        CHAZ O 5
        CHAZ P 5 A_XScream
        CHAZ Q 5 A_Fall
        CHAZ RSTUV 5
        CHAZ W -1
        Stop
    Raise: 
        CHAZ NMLKJIH 5 
        Goto See 
    } 
}

Actor ChainSawJumping : CustomInventory
{
+INVENTORY.QUIET
+INVENTORY.UNDROPPABLE
+INVENTORY.ALWAYSPICKUP
+INVENTORY.AUTOACTIVATE       
Inventory.Amount 1
Inventory.MaxAmount 0
States
	{
	Pickup:
		TNT1 A 1 
		TNT1 A 1 A_CheckFloor(1)
		Stop
		TNT1 A 1 A_Jump(160,2)
		TNT1 A 1 ThrustThingZ(0,25,0,1)
		Stop
		TNT1 A 1
		Stop
	}
}

Actor ZombieChainsawRipper
{
Projectile
Height 6
Radius 4
Speed 70
Scale 0.75
BounceCount 5
Damage 5
Reactiontime 4
+RIPPER
+HEXENBOUNCE
+NOTIMEFREEZE
+EXTREMEDEATH
+MTHRUSPECIES
+DONTHARMSPECIES
Species "Hell"
DamageFactor "Hell", 0.0 
Damagetype "Legendary"
SeeSound "weapons/nailfire"
States
{
  Spawn:
	TNT1 A 0
	//TNT1 A 0 A_PlaySound("weapons/sawrotating",CHAN_WEAPON,1.0,0)
	SAWZ EFGHABCDEFGHABCDEFGHABCDEFGHABCD 2 Bright A_SeekerMissile(90,90)
	TNT1 A 0 A_CountDown
	Loop
  Death:
  XDeath:
	SAWE A 1 A_Gravity
	SAWE A 7 A_CustomMissile("LegendaryBlueParticleSpawner",0,0,180,2)
	SAWE BCDEFG 8
	Stop
	}
}
