//===========================================================================
// ZombieMan Replacements
//===========================================================================

ACTOR MKZombieSpawner : RandomSpawner replaces ZombieMan
{
	DropItem "PistolZombie", 255,100
	DropItem "RifleZombieVanilla", 255, 100
	DropItem "RifleZombieV1", 255, 100
	DropItem "RifleZombieV2", 255, 100
	DropItem "RifleZombieV3", 255, 100
	DropItem "RifleZombieV4", 255, 100
	DropItem "RifleZombieV5", 255, 100
	DropItem "FemaleZombieV1", 255, 100
//	DropItem "Cultist", 255, 100
	DropItem "JudgmentZombie", 255, 15
}

//===========================================================================
//
// Pistol Zombie
//
// by WildWeasel and Captain Red, modified by Marty Kirra)
// Sprites by Captain Red
//
//===========================================================================

actor PistolZombie //: ZombieMan
{
	  Health 20
      Radius 19
      Height 56
      Mass 100
      Speed 2
      Painchance 200
	  PainChance "GasShellDamagePlayer", 20
	  PainChance "Melee", 235
	  PainChance "Sling", 255
	  SeeSound "zombie/sight"
	  PainSound "zombie/pain"
	  DeathSound "zombie/death"
	  ActiveSound "zombie/idle"
	  AttackSound "919m/fire"
	  Obituary "%o received a slug to the chest."
      Dropitem TSPPistolAmmo 255
	  MONSTER
      +FLOORCLIP
      states
      {
      Spawn:
        ZMP1 A 10 A_Look
        loop
	  See:
		ZMP1 AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase
	    loop
	  Missile:
	    ZMP1 E 0 A_Jump(120,"See")
		ZMP1 E 0 A_JumpIfInventory("AutoPistolMag",12,"Reload")
        ZMP1 E 10 A_FaceTarget
        ZMP1 F 4 BRIGHT A_CustomBulletAttack(8,3,1,3)
		ZMP1 F 0 A_CustomMissile("WWPistolCasing",32,10,random(260,280))
		ZMP1 E 0 A_GiveInventory("AutoPistolMag",1)
        goto See
	  Reload:
	    ZMP1 E 0 A_TakeInventory("AutoPistolMag",12)
		ZMP1 E 8 A_PlaySound("919m/magout")
		ZMP1 E 8 A_CustomMissile("SpentClip1",32,10,random(260,280))
		ZMP1 D 16 A_PlaySound("919m/magin2")
		goto See
      Pain:
        ZMP1 G 3
        ZMP1 G 3 A_Pain
		goto See
      Pain.Sling:
	    TNT1 A 0 HealThing(1)
	    TNT1 A 0 A_FaceTarget
        TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	    Goto Pain
	  Pain.Melee:
	    ZMP1 G 6
        ZMP1 G 8 A_Pain
		goto See
//	  Death.Melee:
//	    TNT1 A 0 A_GiveToTarget("MelTauntMelee",1)
      Death:
		ZMP1 H 5
        ZMP1 I 5 A_Scream
		ZMP1 J 5 A_NoBlocking
        ZMP1 K 5
        ZMP1 L -1
        stop
	  Death.Uppercut:
	    TNT1 A 0 A_FaceTarget
		TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
		TNT1 A 0 Thrustthingz(0,27,0,1)
		Goto Death
      XDeath:
        ZMP1 M 5
        ZMP1 N 5 A_XScream
        ZMP1 O 5 A_NoBlocking
        ZMP1 PQRST 5
        ZMP1 U -1
        stop
	  Ice:
	    ZMP1 W 5 A_GenericFreezeDeath
	    ZMP1 W 1 A_FreezeDeathChunks
        wait
      Raise:
		ZMP1 KJIH 5
		goto See
  }
}

//===========================================================================
//
// Rifle Zombie (Vanilla)
//
// by Marty Kirra (with some snippets from WildWeasel and Graf Zahl)
// Sprites by idsoftware
//
//===========================================================================

ACTOR RifleZombieVanilla //: ZombieMan
{   
    Health 20
	Radius 19
    Height 56
    Mass 100
	Speed 2
	Painchance 200
    Painchance "Melee", 235
	PainChance "Sling", 255
	PainChance "GasShellDamagePlayer", 20
	SeeSound "zombie/sight"
	PainSound "zombie/pain"
	DeathSound "zombie/death"
	ActiveSound "zombie/idle"
	AttackSound "rifle/fire"
	Obituary "%o was taken out by a member of the walking dead."
	Dropitem TSPPistolAmmo 255
	Dropitem "AmmoBoxAmmo" 30
	MONSTER 
    +FLOORCLIP
	States
	{
    Spawn: 
      POSS A 10 A_Look 
      Loop
	See:
	  POSS AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase
	  loop
	Missile: 
      POSS E 0 A_Jump(120,"See")
	  POSS E 10 A_FaceTarget 
      POSS F 2 Bright A_CustomBulletAttack(8,3,1,1)
      POSS E 1
	  POSS E 0 A_FaceTarget 
      POSS F 2 Bright A_CustomBulletAttack(8,3,1,1) 
      POSS E 1
	  POSS E 0 A_FaceTarget 
      POSS F 2 Bright A_CustomBulletAttack(8,3,1,1) 
	  POSS E 5
      Goto See
	Pain:
	  POSS G 3
      POSS G 3 A_Pain
	  Goto See
    Pain.Sling:
      TNT1 A 0 HealThing(1)
	  TNT1 A 0 A_FaceTarget
      TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	  Goto Pain
	Pain.Melee:
	  POSS G 6
      POSS G 8 A_Pain
	  goto See
	Death.Uppercut:
	  TNT1 A 0 A_FaceTarget
	  TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	  TNT1 A 0 Thrustthingz(0,27,0,1)
	  Goto Death
    Death:
      POSS H 5
      POSS I 5 A_Scream
      POSS J 5 A_NoBlocking
      POSS K 5
      POSS L -1
      Stop
    XDeath:
      POSS M 5
      POSS N 5 A_XScream
      POSS O 5 A_NoBlocking
      POSS PQRST 5
      POSS U -1
      Stop
    Raise:
      POSS K 5
      POSS JIH 5
      Goto See
  	} 
} 

//===========================================================================
//
// Rifle Zombie (Variant One)
//
// by Marty Kirra (with some snippets from WildWeasel and Graf Zahl)
// Sprites by ???
//
//===========================================================================

ACTOR RifleZombieV1 //: ZombieMan
{
    Health 35
    Speed 3
    Radius 19
    Height 56
    Mass 100
    PainChance 180
	PainChance "Melee", 235
	PainChance "Sling", 255
	PainChance "GasShellDamagePlayer", 18
	DropItem TSPPistolAmmo 255
	Dropitem "AmmoBoxAmmo" 30
	SeeSound "zombie/sight"
	PainSound "zombie/pain"
	DeathSound "zombie/death"
	ActiveSound "zombie/idle"
	AttackSound "rifle/fire"
	Obituary "%o joined the ranks of the undead."
	MONSTER 
    +FLOORCLIP
	States
	{
    Spawn: 
      ZMV1 A 10 A_Look 
      Loop 
	See:
	  ZMV1 AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase
	  loop
    Missile: 
      ZMV1 E 0 A_Jump(120,"See")
	  ZMV1 E 10 A_FaceTarget 
      ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1)
      ZMV1 E 1
	  ZMV1 E 0 A_FaceTarget 
      ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
      ZMV1 E 1
	  ZMV1 E 0 A_FaceTarget 
      ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
	  ZMV1 E 5
      Goto See
    Pain: 
      ZMV1 G 3 
      ZMV1 G 3 A_Pain 
      Goto See
    Pain.Sling:
      TNT1 A 0 HealThing(1)
	  TNT1 A 0 A_FaceTarget
      TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	  Goto Pain
	Pain.Melee:
	  ZMV1 G 6 
      ZMV1 G 8 A_Pain 
      Goto See
    Death: 
      ZMV1 H 5 
      ZMV1 I 5 A_Scream 
      ZMV1 J 5 A_Fall 
      ZMV1 K 5 
      ZMV1 L -1 
      Stop
	Death.Uppercut:
	  TNT1 A 0 A_FaceTarget
	  TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	  TNT1 A 0 Thrustthingz(0,27,0,1)
	  Goto Death
    XDeath:
      ZMV1 O 5
      ZMV1 P 5 A_XScream
      ZMV1 Q 5
      ZMV1 R 5 A_Fall
      ZMV1 ST 5
      ZMV1 U -1
      Stop
    Raise: 
      ZMV1 LKJIH 5
      Goto See 
   } 
} 

//===========================================================================
//
// Rifle Zombie (Variant Two)
//
// by Marty Kirra (with some snippets from WildWeasel and Graf Zahl)
// Sprites by Marty Kirra and Draken
//
//===========================================================================

ACTOR RifleZombieV2 //: ZombieMan
{
    Health 35
    Radius 19
    Height 56
    Mass 100
    Speed 3
    PainChance 180
	PainChance "Melee", 235
	PainChance "Sling", 255
	PainChance "GasShellDamagePlayer", 18
	DropItem TSPPistolAmmo 255
	Dropitem "AmmoBoxAmmo" 30
	SeeSound "zombie/sight"
	PainSound "zombie/pain"
	DeathSound "zombie/death"
	ActiveSound "zombie/idle"
	AttackSound "rifle/fire"
	Obituary "%o was riddled with bullets thanks to a zombie."
	MONSTER 
    +FLOORCLIP
	States
	{
    Spawn: 
      ZMV2 A 10 A_Look 
      Loop 
	See:
	  ZMV2 AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase
	  loop
    Missile: 
      ZMV2 E 0 A_Jump(120,"See")
	  ZMV2 E 10 A_FaceTarget 
      ZMV2 F 2 Bright A_CustomBulletAttack(8,3,1,1)
      ZMV2 E 1
	  ZMV2 E 0 A_FaceTarget 
      ZMV2 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
      ZMV2 E 1
	  ZMV2 E 0 A_FaceTarget 
      ZMV2 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
	  ZMV2 E 5
      Goto See
    Pain: 
      ZMV2 G 3 
      ZMV2 G 3 A_Pain 
      Goto See
    Pain.Sling:
      TNT1 A 0 HealThing(1)
	  TNT1 A 0 A_FaceTarget
      TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	  Goto Pain
    Pain.Melee: 
      ZMV2 G 6 
      ZMV2 G 8 A_Pain 
      Goto See 
    Death: 
      ZMV2 H 5 
      ZMV2 I 5 A_Scream 
      ZMV2 J 5 A_Fall 
      ZMV2 K 5 
      ZMV2 L -1 
      Stop
	Death.Uppercut:
	  TNT1 A 0 A_FaceTarget
	  TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	  TNT1 A 0 Thrustthingz(0,27,0,1)
	  Goto Death
    XDeath:
      ZMV2 O 5
      ZMV2 P 5 A_XScream
      ZMV2 Q 5
      ZMV2 R 5 A_Fall
      ZMV2 ST 5
      ZMV2 U -1
      Stop
    Ice:
      ZMV2 W 5 A_GenericFreezeDeath
	  ZMV2 W 1 A_FreezeDeathChunks
	  wait
    Raise: 
      ZMV2 LKJIH 5
      Goto See 
   } 
} 

//===========================================================================
//
// Rifle Zombie (Variant Three)
//
// by Marty Kirra (with some snippets from WildWeasel and Graf Zahl)
// Sprites by Xim
//
//===========================================================================

ACTOR RifleZombieV3 //: ZombieMan
{
    Health 35
    Radius 19
    Height 56
    Mass 100
    Speed 3
    PainChance 180
	PainChance "Melee", 235
	PainChance "Sling", 255
	PainChance "GasShellDamagePlayer", 18
	DropItem TSPPistolAmmo 255
	Dropitem "AmmoBoxAmmo" 30
	SeeSound "zombie/sight"
	PainSound "zombie/pain"
	DeathSound "zombie/death"
	ActiveSound "zombie/idle"
	AttackSound "rifle/fire"
	Obituary "%o met their demise at the hands of a zombie."
	MONSTER 
    +FLOORCLIP
	States
	{
    Spawn: 
      ZMV3 A 10 A_Look 
      Loop 
	See:
	  ZMV3 AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase
	  loop
    Missile: 
      ZMV3 E 0 A_Jump(120,"See")
	  ZMV3 E 10 A_FaceTarget 
      ZMV3 F 2 Bright A_CustomBulletAttack(8,3,1,1)
      ZMV3 E 1
	  ZMV3 E 0 A_FaceTarget 
      ZMV3 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
      ZMV3 E 1
	  ZMV3 E 0 A_FaceTarget 
      ZMV3 F 2 Bright A_CustomBulletAttack(8,3,1,1)
	  ZMV3 E 5
      Goto See
    Pain: 
      ZMV3 G 3 
      ZMV3 G 3 A_Pain 
      Goto See 
    Pain.Sling:
      TNT1 A 0 HealThing(1)
	  TNT1 A 0 A_FaceTarget
      TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	  Goto Pain
	Pain.Melee:
	  ZMV3 G 6
      ZMV3 G 8 A_Pain 
      Goto See 
    Death: 
      ZMV3 H 5 
      ZMV3 I 5 A_Scream 
      ZMV3 J 5 A_Fall 
      ZMV3 K 5 
      ZMV3 L -1 
      Stop
	Death.Uppercut:
	  TNT1 A 0 A_FaceTarget
	  TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	  TNT1 A 0 Thrustthingz(0,27,0,1)
	  Goto Death
    XDeath:
      ZMV3 O 5
      ZMV3 P 5 A_XScream
      ZMV3 Q 5
      ZMV3 R 5 A_Fall
      ZMV3 ST 5
      ZMV3 U -1
      Stop
    Ice:
      ZMV3 W 5 A_GenericFreezeDeath
	  ZMV3 W 1 A_FreezeDeathChunks
	  wait
    Raise: 
      ZMV3 LKJIH 5
      Goto See 
   } 
} 

//===========================================================================
//
// Rifle Zombie (Variant Four)
//
// by Marty Kirra (with some snippets from WildWeasel and Graf Zahl)
// Sprites by Vader
//
//===========================================================================

ACTOR RifleZombieV4 //: ZombieMan
{
    Health 35
    Radius 19
    Height 56
    Mass 100
    Speed 3
    PainChance 180
	PainChance "Melee", 235
	PainChance "Sling", 255
	PainChance "GasShellDamagePlayer", 18
	DropItem TSPPistolAmmo 255
	Dropitem "AmmoBoxAmmo" 30
	SeeSound "zombie/sight"
	PainSound "zombie/pain"
	DeathSound "zombie/death"
	ActiveSound "zombie/idle"
	AttackSound "rifle/fire"
	Obituary "%o met their demise at the hands of a former human."
	MONSTER 
    +FLOORCLIP
	States
	{
    Spawn: 
      ZMV4 A 10 A_Look 
      Loop 
	See:
	  ZMV4 AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase
	  loop
    Missile: 
      ZMV4 E 0 A_Jump(120,"See")
	  ZMV4 E 10 A_FaceTarget 
      ZMV4 F 2 Bright A_CustomBulletAttack(8,3,1,1)
      ZMV4 E 1
	  ZMV4 E 0 A_FaceTarget 
      ZMV4 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
      ZMV4 E 1
	  ZMV4 E 0 A_FaceTarget 
      ZMV4 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
	  ZMV4 E 5
      Goto See
    Pain: 
      ZMV4 G 3 
      ZMV4 G 3 A_Pain 
      Goto See 
    Pain.Sling:
      TNT1 A 0 HealThing(1)
	  TNT1 A 0 A_FaceTarget
      TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	  Goto Pain
    Pain.Melee: 
      ZMV4 G 6 
      ZMV4 G 8 A_Pain 
      Goto See 
    Death: 
      ZMV4 H 5 
      ZMV4 I 5 A_Scream 
      ZMV4 J 5 A_Fall 
      ZMV4 K 5 
      ZMV4 L -1 
      Stop
	Death.Uppercut:
	  TNT1 A 0 A_FaceTarget
	  TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	  TNT1 A 0 Thrustthingz(0,27,0,1)
	  Goto Death
    XDeath:
      ZMV4 O 5
      ZMV4 P 5 A_XScream
      ZMV4 Q 5
      ZMV4 R 5 A_Fall
      ZMV4 ST 5
      ZMV4 U -1
      Stop
	  wait
    Raise: 
      ZMV4 LKJIH 5
      Goto See 
   } 
} 

//===========================================================================
//
// Rifle Zombie (Variant Five)
//
// by Marty Kirra (with some snippets from WildWeasel and Graf Zahl)
// Sprites by Marty Kirra and Toke
//
//===========================================================================

ACTOR RifleZombieV5 //: ZombieMan
{
    Health 35
    Radius 19
    Height 56
    Mass 100
    Speed 3
    PainChance 180
	PainChance "Melee", 235
	PainChance "Sling", 255
	PainChance "GasShellDamagePlayer", 18
	DropItem TSPPistolAmmo 255
	Dropitem "AmmoBoxAmmo" 30
	SeeSound "zombie/sight"
	PainSound "zombie/pain"
	DeathSound "zombie/death"
	ActiveSound "zombie/idle"
	AttackSound "rifle/fire"
	Obituary "%o fell victim to a rifle zombie."
	MONSTER 
    +FLOORCLIP
	States
	{
    Spawn: 
      ZMV5 A 10 A_Look 
      Loop 
	See:
	  ZMV5 AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase
	  loop
    Missile: 
      ZMV5 E 0 A_Jump(120,"See")
	  ZMV5 E 10 A_FaceTarget 
      ZMV5 F 2 Bright A_CustomBulletAttack(8,3,1,1)
      ZMV5 E 1
	  ZMV5 E 0 A_FaceTarget 
      ZMV5 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
      ZMV5 E 1
	  ZMV5 E 0 A_FaceTarget 
      ZMV5 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
	  ZMV5 E 5
      Goto See
    Pain: 
      ZMV5 G 3 
      ZMV5 G 3 A_Pain 
      Goto See
    Pain.Sling:
      TNT1 A 0 HealThing(1)
	  TNT1 A 0 A_FaceTarget
      TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	  Goto Pain
    Pain.Melee: 
      ZMV5 G 6 
      ZMV5 G 8 A_Pain 
      Goto See 
    Death: 
      ZMV5 H 5 
      ZMV5 I 5 A_Scream 
      ZMV5 J 5 A_Fall 
      ZMV5 K 5 
      ZMV5 L -1 
      Stop
	Death.Uppercut:
	  TNT1 A 0 A_FaceTarget
	  TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	  TNT1 A 0 Thrustthingz(0,27,0,1)
	  Goto Death
    XDeath:
      ZMV5 O 5
      ZMV5 P 5 A_XScream
      ZMV5 Q 5
      ZMV5 R 5 A_Fall
      ZMV5 ST 5
      ZMV5 U -1
      Stop
    Raise: 
      ZMV5 LKJIH 5
      Goto See 
   } 
} 

//===========================================================================
//
// Female Zombie (Variant One)
//
// by Marty Kirra (with some snippets from WildWeasel and Graf Zahl)
// Sprites by Lazerus and Marty Kirra
//
//===========================================================================

ACTOR FemaleZombieV1 //: ZombieMan
{
    Health 35
    Radius 19
    Height 56
    Mass 100
    Speed 4
    PainChance 200
	PainChance "Melee", 235
	PainChance "Sling", 255
	PainChance "GasShellDamagePlayer", 20
	DropItem TSPPistolAmmo 255
	Dropitem "AmmoBoxAmmo" 30
	SeeSound "fzombie/sight"
	PainSound "fzombie/pain"
	DeathSound "fzombie/death"
	ActiveSound "fzombie/idle"
	AttackSound "rifle/fire"
	Obituary "%o no longer lives thanks to a zombie."
	MONSTER 
    +FLOORCLIP
	States
	{
    Spawn: 
      FMZ1 A 10 A_Look 
      Loop 
	See:
	  FMZ1 AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase
	  loop 
    Missile: 
      FMZ1 E 0 A_Jump(120,"See")
	  FMZ1 E 10 A_FaceTarget 
      FMZ1 F 2 Bright A_CustomBulletAttack(8,3,1,1)
      FMZ1 E 1
	  FMZ1 E 0 A_FaceTarget 
      FMZ1 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
      FMZ1 E 1
	  FMZ1 E 0 A_FaceTarget 
      FMZ1 F 2 Bright A_CustomBulletAttack(8,3,1,1)
	  FMZ1 E 5
      Goto See
    Pain: 
      FMZ1 G 3 
      FMZ1 G 3 A_Pain 
      Goto See
    Pain.Sling:
      TNT1 A 0 HealThing(1)
	  TNT1 A 0 A_FaceTarget
      TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	  Goto Pain
	Pain.Melee:
	  FMZ1 G 6
	  FMZ1 G 8 A_Pain
	  Goto See
    Death: 
      FMZ1 H 5 
      FMZ1 I 5 A_Scream 
      FMZ1 J 5 A_Fall 
      FMZ1 K 5 
      FMZ1 L -1 
      Stop
	Death.Uppercut:
	  TNT1 A 0 A_FaceTarget
	  TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	  TNT1 A 0 Thrustthingz(0,27,0,1)
	  Goto Death
    XDeath:
      FMZ1 O 5
      FMZ1 P 5 A_XScream
      FMZ1 Q 5
      FMZ1 R 5 A_Fall
      FMZ1 ST 5
      FMZ1 U -1
      Stop
	  wait
    Raise: 
      FMZ1 LKJIH 5
      Goto See 
   } 
}


//===========================================================================
//
// Rifle Zombie (Variant One)
//
// by Marty Kirra (with some snippets from WildWeasel and Graf Zahl)
// Sprites by ???
//
//===========================================================================

ACTOR Cultist //: ZombieMan
{
    Health 35
    Radius 19
    Height 56
    Mass 100
    Speed 3
    PainChance 180
	PainChance "Melee", 235
	PainChance "Sling", 255
	PainChance "GasShellDamagePlayer", 18
	DropItem TSPPistolAmmo 255
	Dropitem "AmmoBoxAmmo" 30
	SeeSound "cultist/sight"
	PainSound "cultist/pain"
	DeathSound "cultist/death"
	ActiveSound "cultist/idle"
	AttackSound "cultist/fire"
	Obituary "%o fell prey to the Cult of Baphomet's legion."
	MONSTER 
    +FLOORCLIP
	States
	{
    Spawn: 
      ZMV1 A 10 A_Look 
      Loop 
	See:
	  ZMV1 AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase
	  loop 
    Missile: 
      ZMV1 E 0 A_Jump(120,"See")
	  ZMV1 E 10 A_FaceTarget 
      ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1)
      ZMV1 E 1
	  ZMV1 E 0 A_FaceTarget 
      ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
      ZMV1 E 1
	  ZMV1 E 0 A_FaceTarget 
      ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
	  ZMV1 E 5
      Goto See
    Pain: 
      ZMV1 G 3 
      ZMV1 G 3 A_Pain 
      Goto See 
    Pain.Sling:
      TNT1 A 0 HealThing(1)
	  TNT1 A 0 A_FaceTarget
      TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	  Goto Pain
    Death: 
      ZMV1 H 5 
      ZMV1 I 5 A_Scream 
      ZMV1 J 5 A_Fall 
      ZMV1 K 5 
      ZMV1 L -1 
      Stop
	Death.Uppercut:
	  TNT1 A 0 A_FaceTarget
	  TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	  TNT1 A 0 Thrustthingz(0,27,0,1)
	  Goto Death
    XDeath:
      ZMV1 O 5
      ZMV1 P 5 A_XScream
      ZMV1 Q 5
      ZMV1 R 5 A_Fall
      ZMV1 ST 5
      ZMV1 U -1
      Stop
    Raise: 
      ZMV1 LKJIH 5
      Goto See 
   } 
} 


//===========================================================================
//
// Specialty Zombie (Judgment Pistol)
//
// by WildWeasel
// Sprites by Gothic99 and Marty Kirra
//
//===========================================================================

ACTOR JudgmentZombie //: ZombieMan
{
    Health 55
    Radius 19
    Height 56
    Mass 100
    Speed 7
    PainChance 200
	PainChance "Melee", 200
	PainChance "Sling", 255
	//PainChance "GasShellDamagePlayer", 5
	DamageFactor "GasShellDamagePlayer", 0 //because mask
	DropItem TSPPistolAmmo 255
	DropItem TSPPistolAmmo 255
	Dropitem "AmmoBoxAmmo" 30
	SeeSound "swat/sight"
	PainSound "swat/pain"
	DeathSound "swat/death"
	ActiveSound "zombie/idle"
	AttackSound "judgment/enemy"
	Obituary "%o was judged and found guilty."
	MONSTER 
    +FLOORCLIP
    States
    {
	Spawn:
	  JDGZ A 10 A_Look
	  Loop
	See:
	  JDGZ A 0 A_JumpIfInventory("JudgmentClip",12,"Reload")
	  JDGZ AAAAAABBBBBBCCCCCCDDDDDD 1 A_Chase
	  loop 
	Missile:
	  JDGZ E 0 A_Jump(120,"See")
	  JDGZ E 2 A_FaceTarget
      JDGZ F 0 A_CustomMissile("WWPistolCasing",32,10,random(260,280))
	  JDGZ F 2 BRIGHT A_CustomBulletAttack(5,2,1,8)
	  JDGZ E 3 A_GiveInventory("JudgmentClip",1)
	  Goto See
	Reload:
	  JDGZ E 0 A_TakeInventory("JudgmentClip",12)
	  JDGZ E 8 A_PlaySound("judgment/clipout")
	  JDGZ D 12 A_CustomMissile("SpentClip1",32,10,random(260,280))
	  JDGZ E 8 A_PlaySound("judgment/clipin")
	  JDGZ E 4
	  JDGZ D 4 A_PlaySound("judgment/cliphit")
	  JDGZ D 5
	  JDGZ E 2 A_PlaySound("judgment/slide")
	  Goto See
	Pain:
	  JDGZ G 4  
	  JDGZ G 4 A_Pain
	  Goto See
    Pain.Sling:
      TNT1 A 0 HealThing(1)
	  TNT1 A 0 A_FaceTarget
      TNT1 A 0 A_CustomMissile("MagSlingShot", 32, 0)
	  Goto Pain
	Pain.Melee:
	  JDGZ G 6
	  JDGZ G 8 A_Pain
	  Goto See
	Death:
	  JDGZ H 4
	  JDGZ I 4 A_Scream
	  JDGZ J 4 A_NoBlocking
	  JDGZ KLM 4
	  JDGZ N -1
	  Stop
	Death.Uppercut:
	  TNT1 A 0 A_FaceTarget
	  TNT1 A 0 Thrustthing(angle*256/360+192, random(3,4), 0, 0)
	  TNT1 A 0 Thrustthingz(0,27,0,1)
	  Goto Death
	XDeath:
      JDGZ O 5
      JDGZ P 5 A_XScream
      JDGZ Q 5 A_NoBlocking
      JDGZ RSTU 5
      JDGZ V -1
      stop
	Raise:
	  JDGZ NMLKJIH 3
	  Goto See
	}
}

ACTOR JudgmentClip : Ammo
{
	Inventory.MaxAmount 12
}

//GG Replacements

ACTOR MKZombieSpawnerGG : RandomSpawner
{
	DropItem "PistolZombieGG", 255,100
	DropItem "RifleZombieVanillaGG", 255, 100
	DropItem "RifleZombieV1GG", 255, 100
	DropItem "RifleZombieV2GG", 255, 100
	DropItem "RifleZombieV3GG", 255, 100
	DropItem "RifleZombieV4GG", 255, 100
	DropItem "RifleZombieV5GG", 255, 100
	DropItem "FemaleZombieV1GG", 255, 100
//	DropItem "CultistGG", 255, 100
	DropItem "JudgmentZombieGG", 255, 15
}

actor PistolZombieGG : PistolZombie
{
      states
      {
	  Missile:
	    ZMP1 E 0 A_Jump(200,"See")
		ZMP1 E 0 A_JumpIfInventory("AutoPistolMag",12,"Reload")
        ZMP1 E 10 A_FaceTarget
        ZMP1 F 4 BRIGHT A_CustomBulletAttack(8,3,1,3)
		ZMP1 F 0 A_CustomMissile("WWPistolCasing",32,10,random(260,280))
		ZMP1 E 0 A_GiveInventory("AutoPistolMag",1)
        goto See
  }
}

ACTOR RifleZombieVanillaGG : RifleZombieVanilla
{   
	States
	{
	Missile: 
      POSS E 0 A_Jump(200,"See")
	  POSS E 10 A_FaceTarget 
      POSS F 2 Bright A_CustomBulletAttack(8,3,1,1)
      POSS E 1
	  POSS E 0 A_FaceTarget 
      POSS F 2 Bright A_CustomBulletAttack(8,3,1,1) 
      POSS E 1
	  POSS E 0 A_FaceTarget 
      POSS F 2 Bright A_CustomBulletAttack(8,3,1,1) 
	  POSS E 5
      Goto See
  	} 
} 

ACTOR RifleZombieV1GG : RifleZombieV1
{
	States
	{
    Missile: 
      ZMV1 E 0 A_Jump(200,"See")
	  ZMV1 E 10 A_FaceTarget 
      ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1)
      ZMV1 E 1
	  ZMV1 E 0 A_FaceTarget 
      ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
      ZMV1 E 1
	  ZMV1 E 0 A_FaceTarget 
      ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
	  ZMV1 E 5
      Goto See
   } 
} 

ACTOR RifleZombieV2GG : RifleZombieV2
{
	States
	{
    Missile: 
      ZMV2 E 0 A_Jump(200,"See")
	  ZMV2 E 10 A_FaceTarget 
      ZMV2 F 2 Bright A_CustomBulletAttack(8,3,1,1)
      ZMV2 E 1
	  ZMV2 E 0 A_FaceTarget 
      ZMV2 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
      ZMV2 E 1
	  ZMV2 E 0 A_FaceTarget 
      ZMV2 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
	  ZMV2 E 5
      Goto See
   } 
} 

ACTOR RifleZombieV3GG : RifleZombieV3
{
	States
	{
    Missile: 
      ZMV3 E 0 A_Jump(200,"See")
	  ZMV3 E 10 A_FaceTarget 
      ZMV3 F 2 Bright A_CustomBulletAttack(8,3,1,1)
      ZMV3 E 1
	  ZMV3 E 0 A_FaceTarget 
      ZMV3 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
      ZMV3 E 1
	  ZMV3 E 0 A_FaceTarget 
      ZMV3 F 2 Bright A_CustomBulletAttack(8,3,1,1)
	  ZMV3 E 5
      Goto See
   } 
} 

ACTOR RifleZombieV4GG : RifleZombieV4
{
	States
	{
    Missile: 
      ZMV4 E 0 A_Jump(200,"See")
	  ZMV4 E 10 A_FaceTarget 
      ZMV4 F 2 Bright A_CustomBulletAttack(8,3,1,1)
      ZMV4 E 1
	  ZMV4 E 0 A_FaceTarget 
      ZMV4 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
      ZMV4 E 1
	  ZMV4 E 0 A_FaceTarget 
      ZMV4 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
	  ZMV4 E 5
      Goto See
   } 
} 

ACTOR RifleZombieV5GG : RifleZombieV5
{
	States
	{
    Missile: 
      ZMV5 E 0 A_Jump(200,"See")
	  ZMV5 E 10 A_FaceTarget 
      ZMV5 F 2 Bright A_CustomBulletAttack(8,3,1,1)
      ZMV5 E 1
	  ZMV5 E 0 A_FaceTarget 
      ZMV5 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
      ZMV5 E 1
	  ZMV5 E 0 A_FaceTarget 
      ZMV5 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
	  ZMV5 E 5
      Goto See
   } 
} 

ACTOR FemaleZombieV1GG : FemaleZombieV1
{
	States
	{
    Missile: 
      FMZ1 E 0 A_Jump(200,"See")
	  FMZ1 E 10 A_FaceTarget 
      FMZ1 F 2 Bright A_CustomBulletAttack(8,3,1,1)
      FMZ1 E 1
	  FMZ1 E 0 A_FaceTarget 
      FMZ1 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
      FMZ1 E 1
	  FMZ1 E 0 A_FaceTarget 
      FMZ1 F 2 Bright A_CustomBulletAttack(8,3,1,1)
	  FMZ1 E 5
      Goto See
   } 
}

ACTOR CultistGG : Cultist
{
	States
	{
    Missile: 
      ZMV1 E 0 A_Jump(200,"See")
	  ZMV1 E 10 A_FaceTarget 
      ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1)
      ZMV1 E 1
	  ZMV1 E 0 A_FaceTarget 
      ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
      ZMV1 E 1
	  ZMV1 E 0 A_FaceTarget 
      ZMV1 F 2 Bright A_CustomBulletAttack(8,3,1,1) 
	  ZMV1 E 5
      Goto See
   } 
} 

ACTOR JudgmentZombieGG : JudgmentZombie
{
    States
    {
	Missile:
	  JDGZ E 0 A_Jump(200,"See")
	  JDGZ E 2 A_FaceTarget
      JDGZ F 0 A_CustomMissile("WWPistolCasing",32,10,random(260,280))
	  JDGZ F 2 BRIGHT A_CustomBulletAttack(5,2,1,8)
	  JDGZ E 3 A_GiveInventory("JudgmentClip",1)
	  Goto See
	}
}