actor MZombieMan : ZombieMan 
{
  health 20
  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:
    POSS A 10 A_Look
	POSS B 10 
	POSS A 0 Thing_SetSpecial (0,226,409,0,health)
	loop	
  See:
    POSS AABBCCDD 4 A_Chase
	POSS A 0 A_JumpIf (special != 226,1) 
	loop	
	POSS A 0 Thing_SetSpecial (0,226,409,0,health)
	goto see	
  Missile:
    POSS E 10 A_FaceTarget
    POSS F 8 bright A_CustomBulletAttack (22.5,22.5,1,3,"FBulletPuff")
    POSS E 8
    goto See
  Death.Control:
    TNT1 A 0 ACS_Execute(410,0,2)
	TNT1 A 10
	stop
  Death:
    POSS H 5 A_GiveToTarget ("MarineExp",1)
    POSS I 5 A_Scream
    POSS J 5 A_NoBlocking
    POSS K 5
    POSS L -1
    stop
  XDeath:
    POSS M 5 A_GiveToTarget ("MarineExp",1)
    POSS N 5 A_XScream
    POSS O 5 A_NoBlocking
    POSS PQRST 5
    POSS U -1
    stop
  }
}

// ChainSawZombie

ACTOR MChainsawZombie 
{ 

    Health 90 
    Radius 20 
    Height 56 
    Speed 16 
    MeleeDamage 3
    PainChance 1
	PainChance "Control", 255
    DamageFactor "Control", 1
	
    MONSTER 
    +FLOORCLIP 
    Obituary "%o was sliced by a madman zombie with a chainsaw!" 
    SeeSound "grunt/sight" 
    MeleeSound "weapons/sawhit" 
    PainSound "grunt/pain" 
    DeathSound "grunt/death" 
    ActiveSound "grunt/active"  
	
	// 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: 
        CHAN AB 10 A_Look 
		CHAN A 0 Thing_SetSpecial (0,226,409,0,health)
        CHAN B 0 A_PlayWeaponSound("weapons/sawidle")
        Loop 
    See: 
        CHAN A 4 A_Chase 
        CHAN A 4 A_Chase 
        CHAN B 0 A_PlayWeaponSound("weapons/sawidle") 
        CHAN B 4 A_Chase 
        CHAN B 4 A_Chase 
        CHAN C 0 A_PlayWeaponSound("weapons/sawidle") 
        CHAN C 4 A_Chase 
        CHAN C 4 A_Chase 
        CHAN D 0 A_PlayWeaponSound("weapons/sawidle") 
        CHAN D 4 A_Chase 
        CHAN D 4 A_Chase 
        CHAN A 0 A_PlayWeaponSound("weapons/sawidle") 
        CHAN A 0 A_JumpIf (special != 226,1) 
	    loop	
	    CHAN A 0 Thing_SetSpecial (0,226,409,0,health)
	    goto see 
    Melee: 
        CHAN E 1 A_FaceTarget 
        CHAN E 2
		CHAN F 3 A_M_Saw
        Goto See 
    Pain: 
        CHAN G 5 
        CHAN G 3 A_Pain 
        Goto See 
    Death: 
        CHAN H 5 A_GiveToTarget ("MarineExp",2) 
        CHAN I 5 A_Scream 
        CHAN J 5 A_Fall 
        CHAN KLM 5 
        CHAN N -1 
        Stop
	Death.Control:
        TNT1 A 0 ACS_Execute(410,0,19)
	    TNT1 A 10
	    stop	
    XDeath:
        CHAN O 5 A_GiveToTarget ("MarineExp",2)
        CHAN P 5 A_XScream
        CHAN Q 5 A_Fall
        CHAN RSTUV 5
        CHAN W -1
        Stop
    Raise: 
        CHAN NMLKJIH 5 
        Goto See 
    } 
}


