ACTOR ZombieMech 9954
{
	Game Doom
	Health 3000
	Scale 1.3
	Radius 48
	Height 160
	Mass 1000
	Speed 16
	PainChance 20
	Monster
	MinMissileChance 160
	+BOSS
	+FULLVOLACTIVE
	+MISSILEMORE
	+FLOORCLIP
	+NORADIUSDMG
	+DONTMORPH
	+BOSSDEATH
	BloodType "TankBlood", "TankBlood", "TankBlood"
	SeeSound "none"
	PainSound "none"
	DeathSound "none"
	ActiveSound "none"
	Obituary "%o was destroyed by a zombie-seized Mech."
	States
	{
	Spawn:
		MEKE A 5 A_Look
		Loop
	See:
		MEKE BBB 2 A_Chase
		TNT1 A 0 A_SpawnItem("TreadsDamage",65)
		TNT1 A 0 A_PlaySound("MECHWLK", 15)
		MEKE CCC 2 A_Chase
		TNT1 A 0 A_SpawnItem("TreadsDamage",65)
		MEKE DDD 2
		MEKE EEE 2 A_Chase
		TNT1 A 0 A_SpawnItem("TreadsDamage",65)
		TNT1 A 0 A_PlaySound("MECHWLK", 15)
		MEKE FFF 2 A_Chase
		TNT1 A 0 A_SpawnItem("TreadsDamage",65)
		MEKE GGG 2
		Loop
	Missile:
		TNT1 A 0
		MEKE AAA 5 A_FaceTarget
		TNT1 A 0 A_JUmp(256, "Machinegun", "Machinegun", "Rockets", "Rockets", "Plasma", "Mortar")
		
	Machinegun:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("TANKMG", 1)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 100, 82, random(-11, 11), 0)
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileEnemy", 100, -82, random(-11, 11), 0)
		TNT1 Aa 0 A_CustomMissile("HeavyMachinegunFlash", 100, 82, 0, 0)
		TNT1 Aa 0 A_CustomMissile("HeavyMachinegunFlash", 100, -82, 0, 0)
		TNT1 A 0 A_CustomMissile("RifleCaseSpawn", 72, 42, 0, 0)
		TNT1 A 0 A_CustomMissile("RifleCaseSpawn", 72, -42, 180, 0)
		TNT1 A 0 A_GiveInventory("JuggernautMachinegunAmmo", 1)
		TNT1 A 0 A_JumpIfInventory("JuggernautMachinegunAmmo", 30, "stopfiring")
		MEKE A 1 A_FaceTarget
		TNT1 A 0 A_PlaySound("TANKMG", 1)
		MEKE A 1 A_FaceTarget
		Loop
	
	Rockets:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("MISLFIRE", 1)
		TNT1 A 0 A_CustomMissile("JuggernautROcket", 120, -72, random(-9, 9), 0)
		TNT1 A 0 A_CustomMissile("TankFireEffect", 120, -72, 0, 0)
		MEKE A 8 A_FaceTarget
		TNT1 A 0 A_PlaySound("MISLFIRE", 1)
		TNT1 A 0 A_CustomMissile("JuggernautROcket", 120, 72, random(-9, 9), 0)
		TNT1 A 0 A_CustomMissile("TankFireEffect", 120, 72, 0, 0)
		MEKE A 8 A_FaceTarget
		TNT1 A 0 A_PlaySound("MISLFIRE", 1)
		TNT1 A 0 A_CustomMissile("JuggernautROcket", 120, -72, random(-9, 9), 0)
		TNT1 A 0 A_CustomMissile("TankFireEffect", 120, -72, 0, 0)
		MEKE A 8 A_FaceTarget
		TNT1 A 0 A_PlaySound("MISLFIRE", 1)
		TNT1 A 0 A_CustomMissile("JuggernautROcket", 120, 72, random(-9, 9), 0)
		TNT1 A 0 A_CustomMissile("TankFireEffect", 120, 72, 0, 0)
		MEKE A 16 A_FaceTarget
		Goto See
		
	PLasma:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("BIGPLSM1", 1)
		TNT1 A 0 A_CustomMissile("heavyplasmaProjectileEnemy", 100, 64, random(-3, 3), 0)
		TNT1 Aa 0 A_CustomMissile("heavyplasmaFlash", 100, 64, 0, 0)
		MEKE A 4 A_FaceTarget
		TNT1 A 0 A_CustomMissile("heavyplasmaProjectileEnemy", 100, -64, random(-3, 3), 0)
		TNT1 Aa 0 A_CustomMissile("heavyplasmaFlash", 100, -64, 0, 0)
		MEKE A 4 A_FaceTarget
		TNT1 A 0 A_GiveInventory("JuggernautMachinegunAmmo", 1)
		TNT1 A 0 A_JumpIfInventory("JuggernautMachinegunAmmo", 4, "stopfiring")
		MEKE A 4 A_FaceTarget
		Loop
		
	Mortar:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("MISLFIRE", 1)
		TNT1 A 0 A_CustomMissile("MechMortar", 140, -72, random(-9, 9), 0)
		TNT1 A 0 A_CustomMissile("TankFireEffect", 140, -72, 0, 0)
		MEKE A 8 A_FaceTarget
		MEKE A 16 A_FaceTarget
		Goto See	
		
	
	StopFiring:
		MEKE A 3
		TNT1 A 0 A_TakeInventory("JuggernautMachinegunAmmo", 999)
		Goto See
		
		
	Pain:
		MEKE B 1 A_Pain
		Goto See
	Death:	
		TNT1 A 1
		TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
		TNT1 A 0 A_SpawnItem("BigExplosion1112")
		TNT1 A 0 A_PlaySound("weapons/explode")
		TNT1 A 0 A_PlaySound("EXPLOSIO", 3)
		TNT1 A 0 A_Scream
		NULL AAAAAA 0 A_CustomMissile ("MetalTrashParticle1", 96, 0, random (0, 360), 2, random (0, 180))
		NULL AAAAAA 0 A_CustomMissile ("MetalTrashParticle2", 96, 0, random (0, 360), 2, random (0, 180))
		NULL AAAAAAAAA 0 A_CustomMissile ("GlassShard", 96, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItem("DestroyedArmouredVehicle")
		ELEC A 0 A_Explode(100, 250)
		TNT1 A 15
		TNT1 A 0
		Stop	
	}
}

