ACTOR FriendlyGuy 9002
{
	Health 20
	Radius 20
	Height 56
	Speed 8
	PainChance 200
	Monster
	+FLOORCLIP
	DropItem "HealthBonus" 10 1
	DropItem "SurgicalKit" 1 1
	DropItem "Cocaine" 1 1
	DropItem "Morphine" 1 1
	DropItem "Adrenaline" 1 1
	SeeSound "grunt/active"
	PainSound "human/pain"
	DeathSound "human/death"
	ActiveSound "grunt/active"
	Obituary "You must be a fuck if an unarmed guy killed you."
	+FRIENDLY
	States
	{
	Spawn:
		FRIE A 10 A_Look
		Loop
	See:
		FRIE AABBCCDD 3 A_Chase
		Loop
	Melee:
		FRIE A 4 A_FaceTarget
		FRIE B 4 A_CustomMeleeAttack(0, false)
		Goto See
	Pain:
		FRIE G 3
		FRIE G 3 A_Pain
		Goto See
	Death:
		FRIE H 10
		FRIE I 10 A_Scream
		FRIE JKL 10
		FRIE M 10 A_NoBlocking
		FRIE NO 10
		FRIE P 1
		TNT1 A 1 A_SpawnItem("DeadFriendly")
		Stop
	}
}

ACTOR DeadFriendly
{
	Radius 16
	Height 16
	-SOLID
	States
	{
	Spawn:
		FRIE P 10 A_Look
		Loop
	See:
		FRIE P 50
		FRIE P 50
		FRIE P 50
		FRIE P 50
		FRIE P 50
		FRIE P 50
		ZOM4 L 5
		ZOM4 K 5
		ZOM4 J 5
		ZOM4 I 5
		ZOM4 H 5
		TNT1 A 1 A_SpawnItem("Zombie4")
		Stop
	}
}

ACTOR Zombie4: Demon 
{
	Health 10
	Radius 16
	Height 44
    Speed 4
	FastSpeed 4
	PainChance 200
	Monster
	+FLOORCLIP
    +MISSILEMORE
    Scale 0.98
	DropItem "NewClip" 10 1
	DropItem "Shell" 5 1
	DropItem "HealthBonus" 10 1
	DropItem "ArmorBonus" 5 1
	DropItem "ZombieGuts" 2 1
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	Obituary "%o has been eaten by a zombie!"
	States
	{
	Spawn:
		ZOM4 A 0 A_Wander
		ZOM4 AB 10 A_Look
		Loop	
	See:
		ZOM4 AABBCCDD 6 A_Chase
		Loop
	Pain:
		ZOM4 G 2 
		ZOM4 G 2 A_Pain
		Goto See		
	Melee:
		ZOM4 A 8 A_FaceTarget
		ZOM4 B 8 A_SargAttack
		Goto See
	Death:
		ZOM4 H 8
		ZOM4 I 8 A_Scream
		ZOM4 J 4
		ZOM4 K 4 A_NoBlockinG
		ZOM4 L -1
		Stop
	}
}

ACTOR Zombie4-1: Zombie4 
{
	Health 10
	Radius 16
	Height 44
    Speed 4
	FastSpeed 4
	PainChance 200
	Monster
	+FLOORCLIP
    +MISSILEMORE
    Scale 0.98
	DropItem "NewClip" 10 1
	DropItem "Shell" 5 1
	DropItem "HealthBonus" 10 1
	DropItem "ArmorBonus" 5 1
	DropItem "ZombieGuts" 2 1
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	Obituary "%o has been eaten by a zombie!"
	States
	{
	Spawn:
		ZO41 A 0 A_Wander
		ZO41 AB 10 A_Look
		Loop	
	See:
		ZO41 AABBCCDD 6 A_Chase
		Loop
	Pain:
		ZO41 G 2 
		ZO41 G 2 A_Pain
		Goto See		
	Melee:
		ZO41 A 8 A_FaceTarget
		ZO41 B 8 A_SargAttack
		Goto See
	Death:
		ZO41 H 8
		ZO41 I 8 A_Scream
		ZO41 J 4
		ZO41 K 4 A_NoBlockinG
		ZO41 L -1
		Stop
	}
}

actor FriendlySpawner: FriendlyGuy replaces Cyberdemon 9000
{
- SOLID
Height 0
Radius 0
+NOGRAVITY
States
{
Spawn:
TNT1 A 0 
TNT1 A 1 A_SpawnItem ("FriendlyGuy1")
TNT1 A 1 A_SpawnItem ("FriendlyGuy1")
Stop
}
}

actor FriendlyGuy1 : FriendlyGuy 9001
{
//+NOBLOCKMAP
- SOLID
- MISSILE
+DROPOFF
-NOBLOCKMONST
}

ACTOR Zombie1: Demon 
{
	Health 10
	Radius 16
	Height 44
    Speed 4
	FastSpeed 4
	PainChance 200
	Monster
	+FLOORCLIP
    +MISSILEMORE
    Scale 0.98
	DropItem "NewClip" 10 1
	DropItem "Shell" 5 1
	DropItem "HealthBonus" 10 1
	DropItem "ArmorBonus" 5 1
	DropItem "ZombieGuts" 2 1
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	Obituary "%o has been eaten by a zombie!"
	States
	{
	Spawn:
		ZOM1 A 0 A_Wander
		ZOM1 AB 10 A_Look
		Loop	
	See:
		ZOM1 AABBCCDD 6 A_Chase
		Loop
	Pain:
		ZOM1 H 2 
		ZOM1 H 2 A_Pain
		Goto See		
	Melee:
		ZOM1 EF 8 A_FaceTarget
		ZOM1 G 8 A_SargAttack
		Goto See
	Death:
		ZOM1 I 8
		ZOM1 J 8 A_Scream
		ZOM1 K 4
		ZOM1 L 4 A_NoBlocking
		ZOM1 M 4
		ZOM1 N -1
		Stop
	Raise:
		ZOM1 N 5
		ZOM1 MLKJI 5
		Goto See
	}
}

ACTOR Zombie1-1: Demon 
{
	Health 10
	Radius 16
	Height 44
    Speed 4
	FastSpeed 4
	PainChance 200
	Monster
	+FLOORCLIP
    +MISSILEMORE
    Scale 0.98
	DropItem "NewClip" 10 1
	DropItem "Shell" 5 1
	DropItem "HealthBonus" 10 1
	DropItem "ArmorBonus" 5 1
	DropItem "ZombieGuts" 2 1
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	Obituary "%o has been eaten by a zombie!"
	States
	{
	Spawn:
		ZO11 A 0 A_Wander
		ZO11 AB 10 A_Look
		Loop	
	See:
		ZO11 AABBCC 6 A_Chase
		Loop
	Pain:
		ZO11 A 2 
		ZO11 B 2 A_Pain
		Goto See		
	Melee:
		ZO11 D 8 A_FaceTarget
		ZO11 E 8 A_SargAttack
		Goto See
	Death:
		ZO11 I 8
		ZO11 J 8 A_Scream
		ZO11 K 4
		ZO11 L 4 A_NoBlocking
		ZO11 M 4
		ZO11 N -1
		Stop
	Raise:
		ZO11 N 5
		ZO11 MLKJI 5
		Goto See
	}
}

actor Zombie1Spawner: Zombie1 replaces Demon 9003
{
- SOLID
Height 0
Radius 0
+NOGRAVITY
States
{
Spawn:
TNT1 A 0 
TNT1 A 1 A_SpawnItem ("Zombie1_1")
TNT1 A 1 A_SpawnItem ("Zombie1_2")
TNT1 A 1 A_SpawnItem ("Zombie4_1")
TNT1 A 1 A_SpawnItem ("Zombie1_2")
TNT1 A 1 A_SpawnItem ("Zombie4_2")
TNT1 A 1 A_SpawnItem ("Zombie2_1")
TNT1 A 1 A_SpawnItem ("Zombie4_1")
TNT1 A 1 A_SpawnItem ("Zombie2_2")
TNT1 A 1 A_SpawnItem ("ZombieRocker2")
TNT1 A 1 A_SpawnItem ("Zombie2_3")
Stop
}
}

actor Zombie1Spawner2: Zombie1 replaces TallRedColumn 9004
{
- SOLID
Height 0
Radius 0
+NOGRAVITY
States
{
Spawn:
TNT1 A 0 
TNT1 A 1 A_SpawnItem ("Zombie4_1")
TNT1 A 1 A_SpawnItem ("Zombie1_1")
TNT1 A 1 A_SpawnItem ("Zombie1_1")
TNT1 A 1 A_SpawnItem ("Zombie4_2")
TNT1 A 1 A_SpawnItem ("Zombie1_2")
TNT1 A 1 A_SpawnItem ("Zombie2_4")
TNT1 A 1 A_SpawnItem ("Zombie2_5")
TNT1 A 1 A_SpawnItem ("ZombieCop")
TNT1 A 1 A_SpawnItem ("Zombie2_1")
TNT1 A 1 A_SpawnItem ("ZombieRocker1")
Stop
}
}

actor Zombie1Spawner3: Zombie1 replaces ShortRedColumn 9005
{
- SOLID
Height 0
Radius 0
+NOGRAVITY
States
{
Spawn:
TNT1 A 0 
TNT1 A 1 A_SpawnItem ("Zombie1_1")
TNT1 A 1 A_SpawnItem ("Zombie4_1")
TNT1 A 1 A_SpawnItem ("Zombie1_2")
TNT1 A 1 A_SpawnItem ("Zombie4_2")
TNT1 A 1 A_SpawnItem ("Zombie1_2")
TNT1 A 1 A_SpawnItem ("Zombie2_2")
TNT1 A 1 A_SpawnItem ("Zombie2_3")
TNT1 A 1 A_SpawnItem ("Zombie1_1")
TNT1 A 1 A_SpawnItem ("Zombie2_4")
TNT1 A 1 A_SpawnItem ("ZombieRocker2")
Stop
}
}

actor Zombie1_1 : Zombie1 9006
{
//+NOBLOCKMAP
- SOLID
- MISSILE
+DROPOFF
-NOBLOCKMONST
}

actor Zombie1_2 : Zombie1-1 9025
{
//+NOBLOCKMAP
- SOLID
- MISSILE
+DROPOFF
-NOBLOCKMONST
}

actor Zombie4_1 : Zombie4 9007
{
//+NOBLOCKMAP
- SOLID
- MISSILE
+DROPOFF
-NOBLOCKMONST
}

actor Zombie4_2 : Zombie4-1 9008
{
//+NOBLOCKMAP
- SOLID
- MISSILE
+DROPOFF
-NOBLOCKMONST
}

ACTOR Zombie2: Demon 
{
	Health 10
	Radius 16
	Height 44
    Speed 4
	FastSpeed 4
	PainChance 200
	Monster
	+FLOORCLIP
    +MISSILEMORE
    Scale 0.98
	DropItem "NewClip" 10 1
	DropItem "Shell" 5 1
	DropItem "HealthBonus" 10 1
	DropItem "ArmorBonus" 5 1
	DropItem "ZombieGuts" 2 1
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	Obituary "%o has been eaten by a zombie!"
	States
	{
	Spawn:
		ZOM2 A 0 A_Wander
		ZOM2 AB 10 A_Look
		Loop	
	See:
		ZOM2 AABBCC 6 A_Chase
		Loop
	Pain:
		ZOM2 A 2 
		ZOM2 B 2 A_Pain
		Goto See		
	Melee:
		ZOM2 D 8 A_FaceTarget
		ZOM2 E 8 A_SargAttack
		Goto See
	Death:
		ZOM2 F 8
		ZOM2 G 8 A_Scream
		ZOM2 H 4
		ZOM2 I 4 A_NoBlocking
		ZOM2 J -1
		Stop
	Raise:
		ZOM2 J 5
		ZOM2 IHGFA 5
		Goto See
	}
}

ACTOR Zombie2-1: Demon 
{
	Health 10
	Radius 16
	Height 44
    Speed 4
	FastSpeed 4
	PainChance 200
	Monster
	+FLOORCLIP
    +MISSILEMORE
    Scale 0.98
	DropItem "NewClip" 10 1
	DropItem "Shell" 5 1
	DropItem "HealthBonus" 10 1
	DropItem "ArmorBonus" 5 1
	DropItem "ZombieGuts" 2 1
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	Obituary "%o has been eaten by a zombie!"
	States
	{
	Spawn:
		ZO20 A 0 A_Wander
		ZO20 AB 10 A_Look
		Loop	
	See:
		ZO20 AABBCC 6 A_Chase
		Loop
	Pain:
		ZO20 A 2 
		ZO20 B 2 A_Pain
		Goto See		
	Melee:
		ZO20 D 8 A_FaceTarget
		ZO20 E 8 A_SargAttack
		Goto See
	Death:
		ZO20 F 8
		ZO20 G 8 A_Scream
		ZO20 H 4
		ZO20 I 4 A_NoBlocking
		ZO20 J -1
		Stop
	Raise:
		ZO20 J 5
		ZO20 IHGFA 5
		Goto See
	}
}

ACTOR Zombie2-2: Demon 
{
	Health 10
	Radius 16
	Height 44
    Speed 4
	FastSpeed 4
	PainChance 200
	Monster
	+FLOORCLIP
    +MISSILEMORE
    Scale 0.98
	DropItem "NewClip" 10 1
	DropItem "Shell" 5 1
	DropItem "HealthBonus" 10 1
	DropItem "ArmorBonus" 5 1
	DropItem "ZombieGuts" 2 1
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	Obituary "%o has been eaten by a zombie!"
	States
	{
	Spawn:
		ZO21 A 0 A_Wander
		ZO21 AB 10 A_Look
		Loop	
	See:
		ZO21 AABBCC 6 A_Chase
		Loop
	Pain:
		ZO21 A 2 
		ZO21 B 2 A_Pain
		Goto See		
	Melee:
		ZO21 D 8 A_FaceTarget
		ZO21 E 8 A_SargAttack
		Goto See
	Death:
		ZO21 F 8
		ZO21 G 8 A_Scream
		ZO21 H 4
		ZO21 I 4 A_NoBlocking
		ZO21 J -1
		Stop
	Raise:
		ZO21 J 5
		ZO21 IHGFA 5
		Goto See
	}
}

ACTOR Zombie2-3: Demon 
{
	Health 10
	Radius 16
	Height 44
    Speed 4
	FastSpeed 4
	PainChance 200
	Monster
	+FLOORCLIP
    +MISSILEMORE
    Scale 0.98
	DropItem "NewClip" 10 1
	DropItem "Shell" 5 1
	DropItem "HealthBonus" 10 1
	DropItem "ArmorBonus" 5 1
	DropItem "ZombieGuts" 2 1
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	Obituary "%o has been eaten by a zombie!"
	States
	{
	Spawn:
		ZO22 A 0 A_Wander
		ZO22 AB 10 A_Look
		Loop	
	See:
		ZO22 AABBCC 6 A_Chase
		Loop
	Pain:
		ZO22 A 2 
		ZO22 B 2 A_Pain
		Goto See		
	Melee:
		ZO22 D 8 A_FaceTarget
		ZO22 E 8 A_SargAttack
		Goto See
	Death:
		ZO22 F 8
		ZO22 G 8 A_Scream
		ZO22 H 4
		ZO22 I 4 A_NoBlocking
		ZO22 J -1
		Stop
	Raise:
		ZO22 J 5
		ZO22 IHGFA 5
		Goto See
	}
}

ACTOR Zombie2-4: Demon 
{
	Health 10
	Radius 16
	Height 44
    Speed 4
	FastSpeed 4
	PainChance 200
	Monster
	+FLOORCLIP
    +MISSILEMORE
    Scale 0.98
	DropItem "NewClip" 10 1
	DropItem "Shell" 5 1
	DropItem "HealthBonus" 10 1
	DropItem "ArmorBonus" 5 1
	DropItem "ZombieGuts" 2 1
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	Obituary "%o has been eaten by a zombie!"
	States
	{
	Spawn:
		ZO23 A 0 A_Wander
		ZO23 AB 10 A_Look
		Loop	
	See:
		ZO23 AABBCC 6 A_Chase
		Loop
	Pain:
		ZO23 A 2 
		ZO23 B 2 A_Pain
		Goto See		
	Melee:
		ZO23 D 8 A_FaceTarget
		ZO23 E 8 A_SargAttack
		Goto See
	Death:
		ZO23 F 8
		ZO23 G 8 A_Scream
		ZO23 H 4
		ZO23 I 4 A_NoBlocking
		ZO23 J -1
		Stop
	Raise:
		ZO23 J 5
		ZO23 IHGFA 5
		Goto See
	}
}

actor Zombie2_1 : Zombie2 9009
{
//+NOBLOCKMAP
- SOLID
- MISSILE
+DROPOFF
-NOBLOCKMONST
}

actor Zombie2_2 : Zombie2-1 9010
{
//+NOBLOCKMAP
- SOLID
- MISSILE
+DROPOFF
-NOBLOCKMONST
}

actor Zombie2_3 : Zombie2-2 9011
{
//+NOBLOCKMAP
- SOLID
- MISSILE
+DROPOFF
-NOBLOCKMONST
}

actor Zombie2_4 : Zombie2-3 9012
{
//+NOBLOCKMAP
- SOLID
- MISSILE
+DROPOFF
-NOBLOCKMONST
}

actor Zombie2_5 : Zombie2-4 9013
{
//+NOBLOCKMAP
- SOLID
- MISSILE
+DROPOFF
-NOBLOCKMONST
}


actor Zombie2Spawner: Zombie2 replaces LostSoul 9014
{
- SOLID
Height 0
Radius 0
+NOGRAVITY
States
{
Spawn:
TNT1 A 0 
TNT1 A 1 A_SpawnItem ("Zombie1_1")
TNT1 A 1 A_SpawnItem ("Zombie4_1")
TNT1 A 1 A_SpawnItem ("Zombie3_1")
TNT1 A 1 A_SpawnItem ("Zombie1_2")
TNT1 A 1 A_SpawnItem ("Zombie4_2")
TNT1 A 1 A_SpawnItem ("Zombie2_5")
TNT1 A 1 A_SpawnItem ("Zombie3_1")
TNT1 A 1 A_SpawnItem ("Zombie2_1")
TNT1 A 1 A_SpawnItem ("ZombieRocker1")
TNT1 A 1 A_SpawnItem ("Zombie2_2")
Stop
}
}

ACTOR Zombie3: Demon 
{
	Game Doom
	Health 10
	Radius 16
	Height 44
    Speed 4
	FastSpeed 4
	PainChance 200
	Monster
	+FLOORCLIP
    +MISSILEMORE
    Scale 0.98
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	DropItem "NewClip" 10 1
	DropItem "Shell" 5 1
	DropItem "HealthBonus" 10 1
	DropItem "ArmorBonus" 5 1
	DropItem "ZombieGuts" 2 1
	Obituary "%o has been eaten by a zombie!"
	States
	{
	Spawn:
		ZOM3 A 0 A_Wander
		ZOM3 AB 10 A_Look
		Loop	
	See:
		ZOM3 AABBCCDD 6 A_Chase
	Pain:
		ZOM3 A 2 
		ZOM3 H 2 A_Pain
		Goto See		
	Melee:
		ZOM3 E 8 A_FaceTarget
		ZOM3 F 8 A_FaceTarget
		ZOM3 G 8 A_SargAttack
		Goto See
	Death:
		ZOM3 I 8
		ZOM3 J 8 A_Scream
		ZOM3 K 4
		ZOM3 L 4 A_NoBlocking
		ZOM3 M -1
		Stop
	Raise:
		ZOM3 M 5
		ZOM3 LKJIA 5
		Goto See
	}
}

actor Zombie3_1 : Zombie3 9015
{
//+NOBLOCKMAP
- SOLID
- MISSILE
+DROPOFF
-NOBLOCKMONST
}

actor Zombie3Spawner: Zombie3 replaces DoomImp 9016
{
- SOLID
Height 0
Radius 0
+NOGRAVITY
States
{
Spawn:
TNT1 A 0 
TNT1 A 1 A_SpawnItem ("Zombie1_1")
TNT1 A 1 A_SpawnItem ("Zombie1_2")
TNT1 A 1 A_SpawnItem ("Zombie1_1")
TNT1 A 1 A_SpawnItem ("Zombie3_1")
TNT1 A 1 A_SpawnItem ("Zombie1_2")
TNT1 A 1 A_SpawnItem ("Zombie4_1")
TNT1 A 1 A_SpawnItem ("Zombie2_3")
TNT1 A 1 A_SpawnItem ("Zombie2_2")
TNT1 A 1 A_SpawnItem ("Zombie4_2")
TNT1 A 1 A_SpawnItem ("Zombie2_4")
Stop
}
}

ACTOR HumanCop replaces ZombieMan 9017
{
	Health 100
	Radius 20
	Height 56
	Speed 14
	PainChance 200
	Monster
	+FLOORCLIP
	+FRIENDLY
	DropItem "NewClip"
	DropItem "HandGrenades" 50 1
	DropItem "Revolver" 150 1
	DropItem "M16" 1 1
	DropItem "SurgicalKit" 1 1
	DropItem "Medikit" 10 1
	DropItem "GasMask" 10 1
	DropItem "Adrenaline" 10 1
	DropItem "Morphine" 1 1
	AttackSound "grunt/attack"
	PainSound "human/pain"
	DeathSound "human/death"
	ActiveSound "grunt/active"
	Obituary "%o was shot by the police!"
	States
	{
	Spawn:
		HCOP A 10 A_Look
		Loop
	See:
		HCOP AABBCCDD 3 A_Chase
		Loop
	Missile:
		HCOP E 10 A_FaceTarget
		HCOP F 8 A_PosAttack
		HCOP E 8
		Goto See
	Pain:
		HCOP G 3
		HCOP G 3 A_Pain
		Goto See
	Death:
		HCOP H 5
		HCOP I 5 A_Scream
		HCOP J 5 A_NoBlocking
		HCOP K 5
		TNT1 A 1 A_SpawnItem("DeadCop")
		Stop
	}
}

ACTOR DeadCop 9018
{
	Radius 16
	Height 16
	-SOLID
	States
	{
	Spawn:
		HCOP K 10 A_Look
		Loop
	See:
		HCOP K 50
		HCOP K 50
		HCOP K 50
		HCOP K 50
		HCOP K 50
		HCOP K 50
		ZCOP K 5
		ZCOP J 5
		ZCOP I 5
		ZCOP H 5
		ZCOP A 5
		TNT1 A 1 A_SpawnItem("ZombieCop")
		Stop
	}
}

ACTOR ZombieCop replaces ShotgunGuy 9019
{
	Health 10
	Radius 20
	Height 56
	Speed 4
	PainChance 200
	Monster
	+FLOORCLIP
	- SOLID
	- MISSILE
	SeeSound "demon/sight"
	AttackSound "demon/melee"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	DropItem "ZombieGuts" 2 1
	Obituary "%o was eaten by a zombie cop!"
	States
	{
	Spawn:
		ZCOP A 0 A_Wander
		ZCOP AB 10 A_Look
		Loop
	See:
		ZCOP AABBCCDD 6 A_Chase
		Loop
	Melee:
		ZCOP A 8 A_FaceTarget
		ZCOP B 8 A_FaceTarget
		ZCOP A 8 A_SargAttack
		Goto See
	Pain:
		ZCOP A 3
		ZCOP A 3 A_Pain
		Goto See
	Death:
		ZCOP L 5
		ZCOP M 5 A_Scream
		ZCOP N 5 A_NoBlocking
		ZCOP O -1 
		Stop
	}
}

ACTOR Rocker1 replaces HellKnight 9020
{
	Health 100
	Radius 20
	Height 56
	Speed 14
	PainChance 200
	Monster
	+FLOORCLIP
	DropItem "NewClip"
	DropItem "Revolver" 200 1
	DropItem "HandGrenades" 10 1
	DropItem "Medikit" 10 1
	DropItem "Cocaine" 50 1
	DropItem "Morphine" 20 1
	DropItem "SurgicalKit" 1 1
	DropItem "Adrenaline" 1 1
	SeeSound "grunt/sight"
	AttackSound "grunt/attack"
	PainSound "human/pain"
	DeathSound "human/death"
	ActiveSound "grunt/active"
	Obituary "%o was popped by a thug's gat!"
	States
	{
	Spawn:
		ROC1 A 10 A_Look
		Loop
	See:
		ROC1 AABBCCDD 4 A_Chase
		Loop
	Missile:
		ROC1 E 10 A_FaceTarget
		ROC1 F 8 A_PosAttack
		ROC1 E 8
		Goto See
	Pain:
		ROC1 G 3
		ROC1 G 3 A_Pain
		Goto See
	Death:
		ROC1 I 5
		ROC1 J 5 A_Scream
		ROC1 K 5 A_NoBlocking
		ROC1 L 5
		ROC1 M 5
		ROC1 N 5
		ROC1 O 5
		ROC1 P 5
		ROC1 Q 5
		ROC1 R 5
		ROC1 S 5
		TNT1 A 1 A_SpawnItem("DeadRocker1")
		Stop
	}
}

ACTOR DeadRocker1 9021
{
	Radius 16
	Height 16
	-SOLID
	States
	{
	Spawn:
		ROC1 S 10 A_Look
		Loop
	See:
		ROC1 S 50
		ROC1 S 50
		ROC1 S 50
		ROC1 S 50
		ROC1 S 50
		ROC1 S 50
		ZRC1 O 5
		ZRC1 N 5
		ZRC1 M 5
		ZRC1 L 5
		ZRC1 K 5
		ZRC1 J 5
		TNT1 A 1 A_SpawnItem("ZombieRocker1")
		Stop
	}
}

ACTOR ZombieRocker1 9023
{
	Health 10
	Radius 20
	Height 56
	Speed 4
	PainChance 200
	Monster
	+FLOORCLIP
	- SOLID
	- MISSILE
	SeeSound "demon/sight"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	AttackSound "demon/melee"
	DropItem "ZombieGuts" 2 1
	Obituary "%o was eaten by a zombie thug!"
	States
	{
	Spawn:
		ZRC1 A 0 A_Wander
		ZRC1 AB 10 A_Look
		Loop
	See:
		ZRC1 AABBCCDD 6 A_Chase
		Loop
	Melee:
		ZRC1 A 8 A_FaceTarget
		ZRC1 B 8 A_FaceTarget
		ZRC1 A 8 A_SargAttack
		Goto See
	Pain:
		ZRC1 A 3
		ZRC1 A 3 A_Pain
		Goto See
	Death:
		ZRC1 J 5
		ZRC1 K 5 A_Scream
		ZRC1 L 5 A_NoBlocking
		ZRC1 M 5
		ZRC1 N 5
		ZRC1 O -1 
		Stop
	}
}

ACTOR Rocker2 replaces BaronofHell 9022
{
	Health 100
	Radius 20
	Height 56
	Speed 14
	PainChance 200
	Monster
	+FLOORCLIP
	SeeSound "rocker2/see"
	AttackSound "grunt/attack"
	PainSound "human/pain"
	DeathSound "human/death"
	ActiveSound "grunt/active"
	DropItem "Rifle"
	DropItem "HandGrenades" 50 1
	DropItem "Medikit" 10 1
	DropItem "GreenArmor" 5 1
	DropItem "Cocaine" 50 1
	DropItem "Morphine" 20 1
	DropItem "SurgicalKit" 1 1
	DropItem "Adrenaline" 1 1
	Obituary "%o was shot down by a rocker!"
	States
	{
	Spawn:
		ROC2 A 10 A_Look
		Loop
	See:
		ROC2 AABBCCDD 4 A_Chase
		Loop
	Missile:
		ROC2 E 10 A_FaceTarget
		ROC2 F 10 A_FaceTarget
		ROC2 G 8 A_SposAttack
		ROC2 H 8
		Goto See
	Pain:
		ROC2 A 3
		ROC2 B 3 A_Pain
		Goto See
	Death:
		ROC2 I 5
		ROC2 J 5 A_Scream
		ROC2 K 5 A_NoBlocking
		ROC2 L 5
		ROC2 M 5
		ROC2 N 5
		ROC2 O 5
		TNT1 A 1 A_SpawnItem("DeadRocker2")
		Stop
	}
}

ACTOR Rocker1_2 : Rocker1 replaces TallGreenColumn
{
}

ACTOR Rocker1_3 : Rocker1 replaces Cacodemon
{
}

ACTOR Rocker2_2 : Rocker2 replaces ShortGreenColumn
{
}

ACTOR Rocker2_3 : Rocker2 replaces HeadsOnAStick
{
}
 
ACTOR DeadRocker2
{
	Radius 16
	Height 16
	-SOLID
	States
	{
	Spawn:
		ROC2 O 10 A_Look
		Loop
	See:
		ROC2 O 50
		ROC2 O 50
		ROC2 O 50
		ROC2 O 50
		ROC2 O 50
		ROC2 O 50
		ZRC2 M 5
		ZRC2 L 5
		ZRC2 K 5
		ZRC2 J 5
		ZRC2 I 5
		TNT1 A 1 A_SpawnItem("ZombieRocker2")
		Stop
	}
}

ACTOR ZombieRocker2 9024
{
	Health 10
	Radius 20
	Height 56
	Speed 4
	PainChance 200
	Monster
	+FLOORCLIP
	- SOLID
	- MISSILE
	SeeSound "demon/sight"
	PainSound "demon/pain"
	DeathSound "demon/death"
	ActiveSound "demon/active"
	AttackSound "demon/melee"
	DropItem "ZombieGuts" 2 1
	Obituary "%o was eaten by a zombie rocker!"
	States
	{
	Spawn:
		ZRC2 A 0 A_Wander
		ZRC2 AB 10 A_Look
		Loop
	See:
		ZRC2 AABBCCDD 6 A_Chase
		Loop
	Melee:
		ZRC2 A 8 A_FaceTarget
		ZRC2 B 8 A_FaceTarget
		ZRC2 A 8 A_SargAttack
		Goto See
	Pain:
		ZRC2 A 3
		ZRC2 A 3 A_Pain
		Goto See
	Death:
		ZRC2 I 5
		ZRC2 J 5 A_Scream
		ZRC2 K 5 A_NoBlocking
		ZRC2 L 5
		ZRC2 M -1
		Stop
	}
}

actor DeadZombie1 : Zombie1 replaces DeadDemon
{
	Skip_Super
	States
	{
	Spawn:
		Goto Super::Death+5
	}
}


actor DeadZombie2 : Zombie2 replaces DeadZombieMan
{
	Skip_Super
	DropItem None
	States
	{
	Spawn:
		Goto Super::Death+4
	}
}

actor DeadZombie3 : Zombie3 replaces DeadDoomImp
{
	Skip_Super
	States
	{
	Spawn:
		Goto Super::Death+4
	}
}

actor DeadCop3 : HumanCop replaces DeadZombieMan
{
	Skip_Super
	DropItem None
	States
	{
	Spawn:
		Goto Super::Death+3
	}
}

actor DeadCop2 : HumanCop replaces DeadShotgunGuy
{
	Skip_Super
	DropItem None
	States
	{
	Spawn:
		Goto Super::Death+3
	}
}

