actor MShotgunGuy : ShotGunGuy
{
  health 30
  radius 20
  height 56
  mass 100
  speed 8
  
  
  PainChance "Control", 255
  DamageFactor "Control", 1
  
  // takes damage from
  DamageFactor "MarineDamage", 1
  DamageFactor "ImpBallDamage", 0.5
  DamageFactor "CacoDamage", 0.5
  DamageFactor "SkelDamage", 0.5
  DamageFactor "FatsoDamage", 0.5
  DamageFactor "KnightDamage", 0.5
  DamageFactor "ArachDamage", 0.5
  DamageFactor "viledamage", 0.5
  DamageFactor "ZombiesDamage", 0.5
  states
  {
  Spawn:
    SPOS A 10 A_Look
	SPOS B 10 
	SPOS A 0 Thing_SetSpecial (0,226,409,0,health)
    loop
	See:
    SPOS AABBCCDD 3 A_Chase
    POSS A 0 A_JumpIf (special !=226,1) 
	loop	
	POSS A 0 Thing_SetSpecial (0,226,409,0,health)
	goto see
   Missile:
    SPOS E 10 A_FaceTarget
    SPOS F 10 bright A_CustomBulletAttack (22.5,22.5,3,3,"FBulletPuff")
    SPOS E 10
    goto See
   Death.Control:
    TNT1 A 0 ACS_Execute(410,0,3)
	TNT1 A 10
	stop
  Death:
    SPOS H 5 A_GiveToTarget ("MarineExp",2)
    SPOS I 5 A_Scream
    SPOS J 5 A_NoBlocking
    SPOS K 5
    SPOS L -1
    stop
  XDeath:
    SPOS M 5 A_GiveToTarget ("MarineExp",2)
    SPOS N 5 A_XScream
    SPOS O 5 A_NoBlocking
    SPOS PQRST 5
    SPOS U -1
    stop	
  }
}

ACTOR MSSGZombie replaces SuperShotgunGuy
{
	Health 100
	Radius 20
	Height 56
	Scale 0.9
	Speed 8
	PainChance 170
	MONSTER 
	Translation "112:127=16:47"
	+FloorClip
	SEESOUND "SSGUNER/sight"
	ATTACKSOUND "SSGUNER/SSG"
	PAINSOUND "grunt/pain"
	DEATHSOUND "SSGUNER/death"
	ACTIVESOUND "SSGUNER/idle"
	OBITUARY "%o was blown open by a Super Shotgunner!"
	dropitem "Mshell" 256
	dropitem "Mshell" 180
	dropitem "MShellBox " 126
	Decal Bulletchip
	
	PainChance "Control", 255
    DamageFactor "Control", 1
  
    // takes damage from
    DamageFactor "MarineDamage", 1
    DamageFactor "ImpBallDamage", 0.5
    DamageFactor "CacoDamage", 0.5
    DamageFactor "SkelDamage", 0.5
    DamageFactor "FatsoDamage", 0.5
    DamageFactor "KnightDamage", 0.5
    DamageFactor "ArachDamage", 0.5
    DamageFactor "viledamage", 0.5
    DamageFactor "ZombiesDamage", 0.5
	
	states
	{
	Spawn:
		GPOS A 10 A_Look
		GPOS B 10
		GPOS A 0 Thing_SetSpecial (0,226,409,0,health)
		Loop
	See:
		GPOS AABBCCDD 4 A_Chase
		GPOS A 0 A_JumpIf (special !=226,1) 
	    loop	
	    GPOS A 0 Thing_SetSpecial (0,226,409,0,health)
	    goto see
	Missile:
		GPOS E 10 A_FaceTarget
		GPOS F 10 BRIGHT A_CustomBulletAttack(11.2,7.1,16,3,"FBulletPuff")
		GPOS E 10 BRIGHT
		Goto See
	Pain:
		GPOS G 3
		GPOS G 3 A_Pain
		Goto See
	Death:
		GPOS H 7 A_GiveToTarget ("MarineExp",5)
		GPOS I 7 A_Scream
		GPOS J 7 A_NoBlocking
		GPOS K 7
		GPOS L 7
		GPOS M 7
		GPOS N -1
		Stop
	XDeath:
		GPOS O 5 A_GiveToTarget ("MarineExp",5)
		GPOS P 5 A_XScream
		GPOS Q 5 A_NoBlocking
		GPOS RS 5
		GPOS T -1
		Stop
	Death.Control:
        TNT1 A 0 ACS_Execute(410,0,21)
	    TNT1 A 10
	    stop 	
	Raise:
		GPOS NMLKJIH 5
		Goto See
	}
}
