	Actor AltdeathZombie : Zombieman replaces Zombieman
	{
	Obituary "%o was shot by a Zombieman."
	States
	{	
	
		Spawn:
		PSSS AB 10 A_Look
		Loop
		
		Idle:
		PSSS AB 12 A_Look
		Loop
		
		See:
	    POSS AABBCCDD 4 A_Chase
		Loop
		
	//Romero Rotations with smoothness, courtesy Gifty
		Pain:
		STRO A 3
		STRO B 3 A_Pain
		Goto See
	
	//RR Smooth missile, courtesy Gifty
	Missile:
		PSSA A 6 A_FaceTarget
		PSSA B 2 A_FaceTarget
		POSS E 3 A_FaceTarget
		POSS F 3 A_PosAttack
		POSS E 3
		PSSA BA 3
		PSSA A 2
		Goto See
	
	Death:
	    TNT1 A 0 A_Jump(64, "AltDeath", "AltDeath2", "AltDeath3", "FrontDeath")
		TNT1 A 0 A_Jump(16, "LightHead1", "LightHead2", "LightHead3", "LightHead4")
		TNT1 A 0 A_Jump(28, "KnockDeath1", "KnockDeath2")
		POSS H 5
		POSS I 5 A_Scream
		POSS J 5 A_NoBlocking
		POSS K 5
		POSS L -1
		Stop
		
		XDeath:
		TNT1 A 0 A_Jump(72, "AltGib")
		POSS M 5
		POSS N 5 A_XScream
		POSS O 5 A_NoBlocking
		POSS PQRST 5
		POSS U -1
		Stop
	
	//Mirror of XDeath
	AltGib:
	POSR M 5
	POSR N 5 A_XScream
	POSR O 5 A_NoBlocking
	POSR PQRST 5
	POSR U -1
	Stop
	
	AltDeath:
    PSS2 A 6
    PSS2 B 6 A_Scream
    PSS2 C 6 A_NoBlocking
    PSS2 D 6
    PSS2 E -1
    Stop
	
	AltDeath2:
    PSSR A 6
    PSSR B 6 A_Scream
    PSSR C 6 A_NoBlocking
    PSSR D 6
    PSSR E -1
    Stop
	
	//Mirror of Death
	AltDeath3:
    PSS2 F 6
    PSS2 G 6 A_Scream
    PSS2 H 6 A_NoBlocking
    PSS2 I 6
    PSS2 J -1
    Stop
	
	//Light headshot
	LightHead1:
		POSH U 4
		POSH V 4 A_Scream
		POSH W 4 A_NoBlocking
		POSH X 4
		POSH Y 4
		POSH Z -1
		Stop
		
	//Mirrored light headshot
	LightHead2:
		PSH2 U 4
		PSH2 V 4 A_Scream
		PSH2 W 4 A_NoBlocking
		PSH2 X 4
		PSH2 Y 4
		PSH2 Z -1
		Stop
		
	//Light headshot 2
	LightHead3:
		ZHD1 A 5
		ZHD1 B 5 A_Scream
		ZHD1 C 5 A_NoBlocking
		ZHD1 D 5
		ZHD1 E -1
		Stop
		
	//Mirrored light headshot 2
	LightHead4:
		ZHD2 A 5
		ZHD2 B 5 A_Scream
		ZHD2 C 5 A_NoBlocking
		ZHD2 D 5
		ZHD2 E -1
		Stop
	
	//Knockback death
	KnockDeath1:
    POS1 A 2 A_FaceTarget
	TNT1 A 0 A_Recoil(9)
	TNT1 A 0 ThrustThingZ(0,15,0,1)
    POS1 B 4 A_ScreamAndUnblock
    POS1 C 4
    POS1 DEFGHI 4
	POS1 J -1
    Stop
	
	//Knockback death
	KnockDeath2:
    POS2 A 2 A_FaceTarget
	TNT1 A 0 A_Recoil(9)
	TNT1 A 0 ThrustThingZ(0,15,0,1)
    POS2 B 4 A_ScreamAndUnblock
    POS2 C 4
    POS2 DEFGHI 4
	POS2 J -1
    Stop
	
	//Frontal death
	
	FrontDeath:
		PSD2 A 4
		PSD2 B 3 A_Scream
		PSD2 C 3 A_Noblocking
		PSD2 DE 2
		PSD2 F -1
		Stop
	
	}
}