actor Colourset2 : RandomSpawner replaces "ZombieMan"
{
    DropItem "CommonZombie", 255, 540
	
	Dropitem "BrownZombie",255, 100
	
    DropItem "GreenZombie", 255, 320
    DropItem "BlueZombie", 255,  220
	Dropitem "CyanZombie",255, 100
	DropItem "AbyssZombie", 255, 60
	Dropitem "GrayZombie",255, 60
	Dropitem "FireBluZombie",255, 50
    DropItem "PurpleZombie", 255, 80
	DropItem "YellowZombie", 255, 60
	DropItem "RedZombie", 255, 26
	DropItem "BlackZombie", 255, 2
	DropItem "WhiteZombie", 255,  1	
}


Actor BrownZombie
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("CH_Brown") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Brown") == 3, "fifty") 
TNT1 A 0
Goto Third

fifty:
TNT1 A 0
TNT1 A 0 a_jump(128,"third")
TNT1 A 0

First:
TNT1 A 0 A_SpawnitemEx("Colourset2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("BrownZombie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)


stop
}
}



ACTOR BrownZombie2
{
  Health 100
  PainChance 128
  Speed 8
  Radius 24
  Height 64
  Mass 1000
  scale 0.9
  Monster


  DamageFactor "Exorcist", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Monster
  +FLOORCLIP
  +Avoidmelee
  +noinfighting
  +notargetswitch
  SeeSound "Zom2/see"
  AttackSound "grunt/attack"
  PainSound "Form2/hurt"
  DeathSound "zom2/die"
  ActiveSound "Form2/active"
  Obituary "%o got bodyguard slammed"
  DropItem "implyingclip"
  DropItem "implyingclip"
  DropItem "HealthBonus", 64
  DropItem "HealthBonus", 128


  States
  {
  Spawn:
    SGAR A 5 A_Look
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    SGAR BC 6 A_Chase
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	//TNT1 A 0 A_checkproximity("GETDOWN","Archvile",1000,1,CPXF_ANCESTOR|CPXF_CHECKSIGHT|CPXF_SETMASTER|CPXF_CLOSEST)
	//TNT1 A 0 A_checkproximity("GETDOWN","BaronOfHell",1000,1,CPXF_ANCESTOR|CPXF_CHECKSIGHT|CPXF_SETMASTER|CPXF_CLOSEST)
	//TNT1 A 0 A_checkproximity("GETDOWN","HellKnight",1000,1,CPXF_ANCESTOR|CPXF_CHECKSIGHT|CPXF_SETMASTER|CPXF_CLOSEST)
	//TNT1 A 0 A_checkproximity("GETDOWN","CyberDemon",1000,1,CPXF_ANCESTOR|CPXF_CHECKSIGHT|CPXF_SETMASTER|CPXF_CLOSEST)
	//TNT1 A 0 A_checkproximity("GETDOWN","ChainGunGuy",1000,1,CPXF_ANCESTOR|CPXF_CHECKSIGHT|CPXF_SETMASTER|CPXF_CLOSEST)
TNT1 A 0
TNT1 A 0

	SGAR DE 6 A_Chase
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_jump(128,"see")
    TNT1 A 0 A_CheckLOF("FrontJump", CLOFF_NOAIM_VERT|CLOFF_JUMPENEMY|CLOFF_SKIPOBSTACLES,800)

    Loop
  Missile:
  TNT1 A 0
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SGAR F 10 A_FaceTarget
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SGAR G 10 BRIGHT A_PosAttack
    SGAR F 10
    Goto See
	
	
	GETDOWN:
		TNT1 A 0
		    TNT1 A 0 A_CheckLOF("GETDOWN2", CLOFF_NOAIM_VERT|CLOFF_JUMPENEMY|CLOFF_SKIPOBSTACLES,800)
     TNT1 A 0
	 Goto see+9
GetDown2:
TNT1 A 0
	SGAR F 5 A_FaceMaster
		SGAR F 1 thrustthingz(0,30,0,0)
		SGAR F 1 thrustthing(angle,24,0,0)
		SGAR F 1 //A_setroll(30)
		SGAR F 1 //A_setroll(60)
		SGAR F 1 A_SetTranslucent(0.7) 
		SGAR F 1 //A_setroll(90)
		SGAR F 1 //A_setroll(120)
		SGAR F 1 A_SetTranslucent(0.4) 
		SGAR F 1 //A_setroll(150)
		SGAR F 1 //A_setroll(180)
		SGAR F 1 A_SetTranslucent(0.1)
		SGAR F 1 A_warp(AAPTR_MASTER,random(32,64),0,random(-32,32),0)
		SGAR F 1 A_SetTranslucent(0.4)
		SGAR F 1 //A_setroll(240)
		SGAR F 1 //A_setroll(270)
		SGAR F 1 A_SetTranslucent(0.7)
		SGAR F 1 //A_setroll(300)
		SGAR F 2 A_SetTranslucent(1.0) 
		SGAR F 1 //A_setroll(330)
		SGAR F 1 //A_setroll(360)
		SGAR F 6 a_stop
		Goto see
		
	
	FrontJump:
	TNT1 A 0
	SGAR F 5 A_FaceTarget
		SGAR F 1 thrustthingz(0,28,0,0)
		SGAR F 1 thrustthing(angle,14,0,0)
		SGAR F 16
		SGAR F 6 a_stop
		SGAR BC 6 A_FastChase
		Goto see
	
  Pain:
  TNT1 A 0 //A_setroll(0)
  	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH13",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SGAR H 8 A_Pain
    Goto See
	
					Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssZombie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
	
  Death:
  TNT1 A 0  A_JumpIfInventory("CHBoner", 0, "Tickles")
  TNT1 A 0 //A_setroll(0)
    SGAR I 5
    SGAR J 5 A_Scream
    SGAR K 5
    SGAR L 5 A_NoBlocking
    SGAR M -1
    Stop
  XDeath:
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS M 3 
	POSS N 3 a_xscream
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS O 3 a_noblocking
	POSS PQRST 3
	POSS U -1
    Stop
  Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1

   AbyssGrow:
	TNT1 A 0
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss",random(-32,32),random(-32,32),random(2,16),0,0,2,random(-359,359),SXF_NOCHECKPOSITION)
	TNT1 A 8
	POSS A 0 A_Spawnitemex("AbyssZombie2",0,0,6,0,0,1,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_die
    Stop

  Raise:
    SGAR L 5 
    SGAR KJI 5
    Goto See

	
  }
}






Actor CyanZombie
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("CH_Cyan") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Cyan") == 3, "fifty") 
TNT1 A 0
Goto Third

fifty:
TNT1 A 0
TNT1 A 0 a_jump(128,"third")
TNT1 A 0

First:
TNT1 A 0 A_SpawnitemEx("Colourset2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("cyanZombie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
TNT1 A 0 A_SpawnitemEx("cyanZombie2",0,0,0,2,0,1,90,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
TNT1 A 0 A_SpawnitemEx("cyanZombie2",0,0,0,2,0,1,180,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)


stop
}
}




ACTOR IceZombieShot
{
 
  Radius 3
  Height 2
  Speed 33
  Damage (random(6,16))
  DamageType Ice
  Projectile
  RenderStyle Add
  Alpha 0.75
  xScale 1.15
  yscale 0.15
  SeeSound "Ice/Hit2"
  DeathSound "spike/spiked"
  States
  {
  Spawn:
    ICEY A 3 Bright 
	ICEY B 3 Bright 
	ICEY C 3 Bright 
    Loop
  Death:
    ICEY FGHI 5 Bright
    Stop
  }
}


ACTOR IceZombieShot2 : IceZombieShot {

radius 2
xscale 0.95
yscale 0.1
speed 42
Damage (random(4,14)) 

}


ACTOR CyanZombie2
{
  Game Doom
  Health 30
  Radius 20
  Height 56
  Speed 9
  PainChance 40
  Bloodcolor "Blue"
  DamageFactor "Exorcist", 3.0
  DamaGeFactor Fire, 2.0
  DamageFactor "Fire", 2.0
  DamageFactor Melee, 2.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Monster
  +FLOORCLIP
  +thruspecies
  +Missilemore
  +Avoidmelee
  +noicedeath
  SeeSound "Zom2/see"
  AttackSound "grunt/attack"
  PainSound "Form2/hurt"
  DeathSound "zom2/die"
  ActiveSound "Form2/active"
  Obituary "%o got cooled off by cyan zombie"
  DropItem "implyingclip"
  DropItem "implyingclip"
  DropItem "HealthBonus", 64
  DropItem "HealthBonus", 128
  //Renderstyle "Add"
  //Alpha 1.50
  Translation "0:255=%[0.06,0.31,0.35]:[1.01,2.00,2.00]"
  tag "Cyan Zombieman"
  States
  {
  Spawn:
    CYNT AB 10 A_Look
	TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    CYNT AABBCCDD 2 A_Chase
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	TNT1 A 0 A_jump(128,"See2")
    Loop
	  See2:
    CYNT AABBCCDD 1 A_FastChase
    Goto see
  Missile:
    CYNT E 6 A_FaceTarget
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYNT F 4 A_Custommissile("IceZombieShot",42,1,random(-2,2))
    CYNT E 4
    Goto See
	
				Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssZombie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
	
  Pain:
    CYNT G 3
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH12",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    CYNT G 3 A_Pain
    Goto See

  Death:
	CYNT G 12 a_scream
	CYNT G 4 A_NoBlocking
	CYNT G 6 a_setscale(1.2,0.8)
	CYNT G 6 a_setscale(1.0,1.0)
	CYNT G 6 a_setscale(0.8,1.2)
	CYNT G 4 a_setscale(1.2,0.8)
	CYNT G 4 a_setscale(0.8,1.2)
		CYNT G 3 a_setscale(1.2,0.8)
	CYNT G 3 a_setscale(0.8,1.2)
		CYNT G 2 a_setscale(1.2,0.8)
	CYNT G 2 a_setscale(0.8,1.2)
		CYNT G 1 a_setscale(1.2,0.8)
	CYNT G 1 a_setscale(0.8,1.2)
	MISL A 0 A_iceguydie

	  
    Stop

  }
}



Actor FireBLUZombie
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_FireBLUES") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("YellowZombie",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("FireBluZombie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}



ACTOR FireBluZombie2
{ 
  Game Doom
  Health  70
  Species "Zombie"
  gibhealth -5
  DamageFactor "Exorcist", 3.0
  DamageFactor fire, 0.25
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Radius 20
  Height 56
  Speed 12
  PainChance 255
  Monster
  +FLOORCLIP
  +DONTHARMSPECIES
  +Missilemore
  SeeSound "grunt/sight"
  AttackSound "grunt/attack"
  PainSound "grunt/pain"
  DeathSound "grunt/death"
  ActiveSound "grunt/active"
  Obituary "%o was killed by a... uhhh... flaming zombieman?"
  DropItem "implyingclip"
  DropItem "implyingclip"
    DropItem "CH_RocketAmmo"
  Translation "0:64=%[1.95,0.56,0.59]:[0.69,0.08,0.09]", "65:128=%[0.17,0.42,1.59]:[0.02,0.07,0.41]", "129:192=%[1.95,0.56,0.59]:[0.69,0.08,0.09]", "193:255=%[0.17,0.42,1.59]:[0.02,0.07,0.41]"  // "128:143=[10,146,33]:[1,21,0]", "152:159=[43,208,97]:[21,73,20]", "144:151=[34,121,38]:[17,49,26]", "16:31=[41,241,101]:[26,104,21]", "32:39=[23,96,33]:[9,54,7]", "76:79=125:127", "48:63=112:116", "70:79=123:127", "160:167=116:123", "214:223=122:127", "66:71=121:124", "39:47=124:127", "64:65=120:121" //"48:63=[138,251,125]:[15,121,34]", "16:31=[105,241,112]:[22,78,41]", "128:143=[54,237,50]:[13,60,15]", "128:151=[61,216,80]:[18,95,41]", "64:79=[36,162,46]:[21,73,18]", "32:47=[31,201,39]:[22,62,11]" //"16:31=112:127", "32:47=119:127", "112:127=181:191", "48:63=112:127", "64:79=118:127", "208:223=117:127", "160:167=117:127", "0:0=118:127"
  tag "FireBlu Zombie"
  States
  {
  Spawn:
    POSS AB 10 A_Look
		TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    POSS AABB 3 a_chase
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    POSS CCDD 3 A_Chase
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See2:
    POSS AABB 2 A_Chase
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	POSS A 0 A_SpawnItemEx("FireSGguy2",-6,0,3,-2,0,1,-180)
	POSS CCDD 2 A_Chase
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH7",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	POSS A 0 A_SpawnItemEx("FireSGguy2",-6,0,3,-2,0,1,-180)
    Loop
	Missile:
	TNT1 A 0
	Goto see2
  Melee:
    POSS EF 5 bright A_FaceTarget
    Goto XDeath
	
				Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssZombie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	Stop
	
	
  Pain:
    POSS G 3 A_SpawnItemEx("FireSGguy2",6,0,3,9,0,1,random(0,359))
    POSS G 3 A_Pain
    Goto See2
  Death:
    POSS H 5 A_JumpIfInventory("CHBoner", 0, "Tickles")
    POSS I 5 A_Scream
    POSS J 5 A_NoBlocking
    POSS K 5 
	TNT1 A 0 A_JumpIfInventory("CHAbyssMark",1,"AbyssGrow")
    POSS L -1
    Stop
  Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1

   AbyssGrow:
	TNT1 A 0
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss",random(-32,32),random(-32,32),random(2,16),0,0,2,random(-359,359),SXF_NOCHECKPOSITION)
	TNT1 A 8
	POSS A 0 A_Spawnitemex("AbyssZombie2",0,0,6,0,0,1,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_die
    Stop


  XDeath:

  TNT1 A 0
	    ZOMG P 0 Bright A_PlaySound("weapons/rocklx",7,1)
    MISL B 6 Bright A_Explode(random(12,44),84)
    MISL C 6 Bright A_Quake(20,12,0,64,0)
		TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS AAAAA 0 A_SpawnItemEx("FireSGguy2",0,0,3,random(3,9),0,1,random(-359,359))
	ZOMG U 0 A_Custommissile("FireSGguy2",32,7)
	ZOMG U 0 A_Custommissile("FireSGguy2",32,-7)
	MISL D 6 A_NoBlocking
    Stop
  Raise:
    POSS K 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    POSS JIH 5
    Goto See2
  Grow:
    POSS JIH 5
    POSS A 0 A_Spawnitemex("PurpleZombie",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_die
	Stop
  }
}



Actor GrayZombie
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_Grayscale") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("PurpleZombie",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("GrayZombie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


ACTOR GrayZombie2 : Zombieman
{
  Game Doom
  Health 110
  Radius 20
  Height 56
  Speed 4
  Damage 1
  PainChance 40
  DamageFactor "Exorcist", 3.0
  DamaGeFactor Fire, 2.0
  DamageFactor "Fire", 2.0
  DamageFactor Melee, 2.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Monster
  +FLOORCLIP
  +Missilemore
  +Avoidmelee
  SeeSound "Zom2/see"
  AttackSound "grunt/attack"
  PainSound "Form2/hurt"
  DeathSound "zom2/die"
  ActiveSound "Form2/active"
  Obituary "%o was brick'd by gray zombie."
  DropItem "implyingclip"
  DropItem "implyingclip"
  DropItem "HealthBonus", 64
  DropItem "HealthBonus", 128
  //Renderstyle "Add"
  //Alpha 1.50
  Translation "0:255=%[0.00,0.00,0.00]:[1.13,1.25,1.35]"
  tag "Gray Zombieman"
  States
  {
  Spawn:
    SHDT AB 10 A_Look
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    SHDT AABB 5 a_chase
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SHDT CCDD 5 A_Chase
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Missile:
    SHDT E 10 A_FaceTarget
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	SHDT F 2 bright A_Custommissile("ZombieRock",46,1,random(-2,2))
	SHDT F 2 A_Custommissile("ZombieRock",46,1,random(-2,2))
    SHDT F 2 bright A_Custommissile("ZombieRock",46,1,random(-2,2))
	SHDT F 2
    SHDT E 8
    Goto See
	
				Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssZombie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
	
  Pain:
    SHDT G 3
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH8",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    SHDT G 3 A_Pain
    Goto See
	  Death:
    SHDT H 5 A_JumpIfInventory("CHBoner", 0, "Tickles")
    SHDT I 5 A_Scream
    SHDT J 5 A_NoBlocking
    SHDT K 5 
	TNT1 A 0 A_JumpIfInventory("CHAbyssMark",1,"AbyssGrow")
    SHDT L -1
    Stop
	   AbyssGrow:
	TNT1 A 0
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss",random(-32,32),random(-32,32),random(2,16),0,0,2,random(-359,359),SXF_NOCHECKPOSITION)
	TNT1 A 8
	SHDT A 0 A_Spawnitemex("AbyssZombie2",0,0,6,0,0,1,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_die
    Stop
	
  Tickles:
  TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
  Goto Death+1
  XDeath:
	SHDT G 12 a_scream
	SHDT G 4 A_NoBlocking
	SHDT G 6 a_setscale(1.2,0.8)
	SHDT G 6 a_setscale(1.0,1.0)
	SHDT G 6 a_setscale(0.8,1.2)
	SHDT G 4 a_setscale(1.2,0.8)
	SHDT G 4 a_setscale(0.8,1.2)
		SHDT G 3 a_setscale(1.2,0.8)
	SHDT G 3 a_setscale(0.8,1.2)
		SHDT G 2 a_setscale(1.2,0.8)
	SHDT G 2 a_setscale(0.8,1.2)
		SHDT G 1 a_setscale(1.2,0.8)
	SHDT G 1 a_setscale(0.8,1.2)
	MISL BCD 1
	  TNT1 AAAAAAAAAAAAA 0  A_Custommissile("ZombieRock",32,0,random(-359,359))
	  
    Stop
  Raise:
    SHDT K 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    SHDT JIH 5
    Goto See
  Grow:
    SHDT JIH 5
    SHDT A 0 A_Spawnitemex("PurpleZombie",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_die
	Stop
  }
}

Actor ZombieRock : WDRock3  
{
Damage (Random(1,12))
scale 0.25
}



Actor AbyssZombie
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_Abyssmal") == 1, "First") 
TNT1 A 0 A_JumpIf(CallACS("CH_Abyssmal") == 3, "fifty") 
TNT1 A 0
Goto Third
Fifty:

TNT1 A 0
TNT1 A 0 A_jump(128,"Third")
TNT1 A 0
Goto First
First:
TNT1 A 0 A_SpawnitemEx("PurpleZombie",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("AbyssZombie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

ACTOR AbyssZShotCH
{
  Game Doom
  Radius 3
  Height 3
  Speed 32
  xscale 0.5
  yscale 0.2
  Damage (random(5,30))
  DamageType "Ice"
  RenderStyle Add
  Alpha 0.95
  Projectile
  +RANDOMIZE
  +dontharmclass
  SeeSound "imp/attack"
  DeathSound "imp/shotx"
  Translation "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    BAL1 A 2 Bright 
	    TNT1 A 0 BRIGHT A_SpawnItemEx("AbyssShotIdentifier", 0, 0, 0, random(1,7), 0, random(-5,5), random(0,359),SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION)
	BAL1 B 2 Bright a_weave(2,1,2,0.1)
    Loop
  Death:
	TNT1 A 0
	TNT1 A 0 A_setscale(0.85,0.85)
     BAL7 CDE 4  Bright A_Explode(random(1,8),42)
    Stop
  }
}

ACTOR AbyssZShotCH2 : AbyssZShotCH 
{

  Radius 2
  Height 2
  Speed 45
  xscale 0.3
  yscale 0.1

}

ACTOR AbyssZShotCH3 : AbyssZShotCH 
{

  Radius 2
  Height 2
  Speed 60
  xscale 0.35
  yscale 0.15

}



actor AbyssZombie2
{
  obituary "%o was dragged down deep by Abyss Zombie."
  health 200
  radius 20
  height 56
  mass 100
  speed 14
  Bloodcolor "Black"
  Species "Zombie"
  painchance 18
  DamageFactor "Exorcist", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  SeeSound "Zom2/see"
  PainSound "Form2/hurt"
  DeathSound "imp2/die"
  ActiveSound "Form2/active"
  DropItem "CH_Cell"
  DropItem "implyingclip"
  DropItem "implyingclip"
  DropItem "HealthBundle"
  DropItem "ArmorBundle"
  Dropitem "CH_Berserk", 64
  DropItem "CH_cell", 128
  MONSTER
   +FLOORCLIP
   +DONTHARMSPECIES
   +Avoidmelee
   tag "Abyss Infected Zombie"
   Translation "0:255=%[0.02,0.02,0.03]:[0.29,0.49,0.65]"
   
  states
  {
  Spawn:
  TNT1 A 0
  Fling:
  TNT1 A 0
  ABTR A 1 A_Radiusgive("CHAbyssMark",528,RGF_MONSTERS,55)
  TNT1 A 0
  Idle:
    ABTR AB 10 A_Look
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  See:
    ABTR AAB 2 A_chase
	TNT1 AAA 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	ABTR B 1 a_fastchase
	ABTR CCD 2 A_Chase
	TNT1 AAA 0 A_Spawnitemex("SplashAbyss",random(-8,8),random(-8,8),random(5,32))
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	ABTR D 1 a_fastchase
    loop
  Missile:
    ABTR E 0 
    ABTR E 10 A_FaceTarget
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    ABTR F 5  A_Custommissile("AbyssZshotCH",36,3,random(-7,1))
	ABTR F 5  A_Custommissile("AbyssZshotCH",36,3,random(-1,7))
    ABTR E 10 
    goto See
	
	

	
  Pain:
    ABTR G 1
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH9",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    ABTR G 1 A_Pain
    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss2",random(-178,178),random(-178,178),random(6,16),0,0,2,0,SXF_NOCHECKPOSITION)

    goto See
  Tickles:
    TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
    Goto Death+1
  Death:
    ABTR H 5 A_JumpIfInventory("CHBoner", 1, "Tickles")
    ABTR I 5 A_Scream
    ABTR J 5 A_NoBlocking
    ABTR K 5
    ABTR L 5
    ABTR L -1
    stop
  XDeath:
    ABTR MNO 5
    ABTR P 5 A_XScream
    ABTR Q 5 A_NoBlocking
    ABTR RSTU 5  A_Spawnitemex("SplashAbyss2",random(-24,24),random(-24,24),random(8,64),0,0,random(-359,359),2,SXF_NOCHECKPOSITION)
    ABTR U -1
  Raise:
    ABTR KJIH 5
    goto See
  }
}


Actor AbyssZombie3 : AbyssZombie2
{

  health 140
  speed 10

}


Actor CommonZombie : ZombieMan
{
Game Doom
Speed 7
Species "Zombie"
DamageFactor "Exorcist", 3.0
DamageFactor "DIMp", 0
PainChance "DIMp", 0
Monster
+AVOIDMELEE
 
Obituary "%o was somehow killed by common zombie"
Dropitem "implyingclip"
tag "Zombieman"
States
 {
 
   Spawn:
    POSS AB 10 A_Look
			TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    POSS AABB 4 a_chase
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	POSS CCDD 4 A_Chase
				TNT1 A 0 A_SpawnitemEx("ColorTierIconCH",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
 			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssZombie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
 
    Death:
    POSS H 5 A_JumpIfInventory("CHBoner", 0, "Tick")
    POSS I 5 A_Scream
    POSS J 5 A_NoBlocking
    POSS K 5
	TNT1 A 0 A_JumpIfInventory("CHAbyssMark",1,"AbyssGrow")
	
    POSS L -1
    Stop
	xdeath:
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS M 3 
	POSS N 3 a_xscream
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
	POSS O 3 a_noblocking
	POSS PQRST 3
	POSS U -1
	stop
  Tick:
  POSS HIIIIIII 5
  TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
   Goto Death+1
   
   AbyssGrow:
	TNT1 A 0
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss",random(-32,32),random(-32,32),random(2,16),0,0,2,random(-359,359),SXF_NOCHECKPOSITION)
	TNT1 A 8
	POSS A 0 A_Spawnitemex("AbyssZombie3",0,0,6,0,0,1,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_die
    Stop
  Raise:
    POSS K 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    POSS JIH 5
    Goto See
  Grow:
    POSS JIH 5
    POSS A 0 A_Spawnitemex("GreenZombie",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_die
	Stop
  }
}


ACTOR GreenZombie : Zombieman
{ 
  Game Doom
  Health 40
  Species "Zombie"
  BloodColor "Green"
  DamageFactor "Exorcist", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Radius 20
  Height 56
  Speed 9
  PainChance 180
  MeleeThreshold 300
  Monster
  +FLOORCLIP
  +DONTHARMSPECIES
  +Missilemore
  SeeSound "grunt/sight"
  AttackSound "grunt/attack"
  PainSound "grunt/pain"
  DeathSound "grunt/death"
  ActiveSound "grunt/active"
  Obituary "%o was killed by a smelly uncommon zombieman."
  DropItem "implyingclip"
  DropItem "implyingclip"
  Translation "128:143=[10,146,33]:[1,21,0]", "152:159=[43,208,97]:[21,73,20]", "144:151=[34,121,38]:[17,49,26]", "16:31=[41,241,101]:[26,104,21]", "32:39=[23,96,33]:[9,54,7]", "76:79=125:127", "48:63=112:116", "70:79=123:127", "160:167=116:123", "214:223=122:127", "66:71=121:124", "39:47=124:127", "64:65=120:121" //"48:63=[138,251,125]:[15,121,34]", "16:31=[105,241,112]:[22,78,41]", "128:143=[54,237,50]:[13,60,15]", "128:151=[61,216,80]:[18,95,41]", "64:79=[36,162,46]:[21,73,18]", "32:47=[31,201,39]:[22,62,11]" //"16:31=112:127", "32:47=119:127", "112:127=181:191", "48:63=112:127", "64:79=118:127", "208:223=117:127", "160:167=117:127", "0:0=118:127"
  tag "Green Zombie"
  States
  {
  Spawn:
    POSS AB 10 A_Look
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    POSS AABB 4 a_chase
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	POSS CCDD 4 A_Chase
					TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See2:
    POSS AABB 4 a_chase
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	POSS CCDD 4 A_Chase
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	POSS A 0 A_Custommissile("Gas11",32,0)
    Loop
  Missile:
    POSS E 0 A_Custommissile("Gas11",32,0)
    POSS E 10 A_FaceTarget
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    POSS F 8 A_PosAttack
    POSS E 8 A_Custommissile("Gas11",32,0)
	POSS E 10 A_FaceTarget
    POSS F 8 A_PosAttack
	POSS E 8 A_Custommissile("Gas11",32,0)
    Goto See2
	
				Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssZombie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
	
  Pain:
    POSS G 3 A_Custommissile("Gas11",32,0)
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH2",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    POSS G 3 A_Pain
    Goto See2
  Death:
    POSS H 5 A_JumpIfInventory("CHBoner", 0, "Tickles")
    POSS I 5 A_Scream
    POSS J 5 A_NoBlocking
    POSS K 5 A_Custommissile("Gas11",32,0)
	TNT1 A 0 A_JumpIfInventory("CHAbyssMark",1,"AbyssGrow")
    POSS L -1
    Stop
  Tickles:
TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
Goto Death+1

   AbyssGrow:
	TNT1 A 0
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss",random(-32,32),random(-32,32),random(2,16),0,0,2,random(-359,359),SXF_NOCHECKPOSITION)
	TNT1 A 8
	POSS A 0 A_Spawnitemex("AbyssZombie3",0,0,6,0,0,1,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_die
    Stop


  XDeath:
    ZOMG M 5 A_SetTranslucent(0.8)
    ZOMG N 5 A_XScream
		TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
    ZOMG O 5 A_NoBlocking
    ZOMG PQR 5 A_SetTranslucent(0.5)
	ZOMG RST 5 A_SetTranslucent(0.3)
    ZOMG U 5 A_Custommissile("Gas11",49,0)
	ZOMG U 0 A_Custommissile("Gas11",32,7)
	ZOMG U 0 A_Custommissile("Gas11",32,-7)
    Stop
  Raise:
    POSS K 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    POSS JIH 5
    Goto See2
  Grow:
    POSS JIH 5
    POSS A 0 A_Spawnitemex("BlueZombie",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_die
	Stop
  }
}


ACTOR Gas11
{
  Game Doom
  Radius 6
  Height 16
  Speed 0
  FastSpeed 0
  DamageType Poison
  Projectile
  +RANDOMIZE
  RenderStyle Add
  Scale 0.8
  Alpha 0.6
  States
  {
  Spawn:
    PSBG CDE 3 Bright
    Goto Death
  Death:
    PSBG FGHI 6 Bright A_Explode(random(1,8),32)
    Stop
  }
}

ACTOR BlueZombie : Zombieman
{
  Game Doom
  Health 60
  Radius 20
  Height 56
  Speed 9
  PainChance 140
  DamageFactor "Exorcist", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Monster
  +FLOORCLIP
  +Missilemore
  +Avoidmelee
  SeeSound "Zom2/see"
  AttackSound "grunt/attack"
  PainSound "Form2/hurt"
  DeathSound "zom2/die"
  ActiveSound "Form2/active"
  Obituary "%o got the blues from getting killed by zombie."
  DropItem "implyingclip"
  DropItem "implyingclip"
  DropItem "HealthBonus", 64
  DropItem "HealthBonus", 128
  //Renderstyle "Add"
  //Alpha 1.50
  Translation "128:143=[54,54,241]:[9,11,83]", "152:159=[0,0,255]:[0,0,64]", "144:151=[0,0,255]:[0,0,64]", "16:31=[0,0,255]:[0,0,64]", "32:39=[0,0,255]:[0,0,64]", "76:79=204:207", "48:63=196:199", "70:79=200:206", "160:167=198:205", "214:223=202:207", "66:71=201:205", "39:47=242:247", "64:65=201:204", "112:127=198:207", "168:191=160:167" // "48:63=[129,140,248]:[27,44,109]", "169:179=160:167", "208:223=0:1", "164:167=241:244", "152:159=240:247", "16:31=[98,98,249]:[12,33,88]", "128:143=[119,74,251]:[4,11,68]", "128:151=[70,87,238]:[12,23,101]", "64:79=[70,13,223]:[9,21,83]", "32:47=[20,58,211]:[9,3,69]" // "16:31=194:207", "48:63=196:207", "64:79=197:207", "144:159=199:207", "32:47=203:207", "128:143=196:207", "160:167=250:254", "212:223=250:254", "168:191=250:254"
  tag "Blue Zombieman"
  States
  {
  Spawn:
    POSS AB 10 A_Look
						TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    POSS AABB 4 A_chase
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	POSS CCDD 4 A_Chase
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	POSS AABB 4 a_fastchase
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	POSS CCDD 4 A_Fastchase
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Missile:
    POSS E 10 A_FaceTarget
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    POSS F 7 A_Custombulletattack(7,7,3,random(1,2)) 
    POSS E 8
    Goto See
	
				Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssZombie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
	
  Pain:
    POSS G 3
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH3",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    POSS G 3 A_Pain
    Goto See

	  Death:
    POSS H 5 A_JumpIfInventory("CHBoner", 0, "Tickles")
    POSS I 5 A_Scream
    POSS J 5 A_NoBlocking
    POSS K 5 
	TNT1 A 0 A_JumpIfInventory("CHAbyssMark",1,"AbyssGrow")
    POSS L -1
    Stop
	   AbyssGrow:
	TNT1 A 0
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss",random(-32,32),random(-32,32),random(2,16),0,0,2,random(-359,359),SXF_NOCHECKPOSITION)
	TNT1 A 8
	POSS A 0 A_Spawnitemex("AbyssZombie3",0,0,6,0,0,1,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_die
    Stop
	
  Tickles:
  TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
  Goto Death+1
  XDeath:
    ZOMB M 0
		TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
    ZOMB N 5 A_XScream
    ZOMB O 5 A_NoBlocking
		TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
    ZOMB PQRST 5
    ZOMB U -1
    Stop
  Raise:
    POSS K 5 A_JumpIfInventory("GrowRaisin",1,"Grow")
    POSS JIH 5
    Goto See
  Grow:
    POSS JIH 5
    POSS A 0 A_Spawnitemex("PurpleZombie",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_die
	Stop
  }
}


ACTOR PurpleZombie : Zombieman
{
  Game Doom
  Health 95
  Species "Zombie"
  DamageFactor "Exorcist", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Radius 20
  Height 56
  Speed 10
  PainChance 120
  Monster
  +FLOORCLIP
  +Missilemore
  +Avoidmelee
  SeeSound "Zom2/see"
  AttackSound "grunt/attack"
  PainSound "Form2/hurt"
  DeathSound "zom2/die"
  ActiveSound "Form2/active"
  Obituary "%o got outfabolous'd"
  DropItem "implyingclip"
  DropItem "implyingclip"
  DropItem "HealthBonus"
  DropItem "HealthBonus", 88
  DropItem "HealthBonus", 128
  DropItem "ArmorBonus", 64
  Renderstyle SoulTrans
  Alpha 1
  Translation "48:63=[230,149,247]:[180,24,156]", "169:191=0:0", "64:79=[168,15,181]:[41,12,13]", "128:143=[238,133,250]:[117,23,56]", "144:151=[175,16,216]:[125,26,28]", "152:159=[176,27,214]:[100,19,21]", "160:167=0:2", "215:223=106:111", "117:125=0:2", "21:21=27:31"
  tag "Purple Zombieman"
  States
  {
  Spawn:
    POSS AB 10 A_Look
							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    POSS AABB 4 A_chase
								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	POSS CCDD 4 A_Chase
								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	POSS AABB 4 a_fastchase
								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	POSS CCDD 4 A_Fastchase
								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  Missile:
  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    POSS E 2 A_JumpIfCloser(800,"Hitscanne")
	POSS E 0 A_Jump(255,"Orbb")
  Hitscanne:
    POSS E 10 A_FaceTarget
    POSS F 7 A_Custombulletattack(9,9,3,random(1,2)) 
	POSS F 4 A_Custombulletattack(7,7,2,random(1,2))
    POSS E 8 A_Monsterrefire(128,"See")
    Goto Missile
  Orbb:
    POSS E 5 A_FaceTarget
	POSS F 5 Bright A_Custommissile("Orbb11",46,1)
	POSS F 5 Bright A_Custommissile("Orbb11",46,1)
	POSS F 5 Bright A_Custommissile("Orbb11",46,1)
	POSS E 5
	Goto See
	
				Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssZombie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
  Pain:
    POSS G 3
								TNT1 A 0 A_SpawnitemEx("ColorTierIconCH4",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    POSS G 3 A_Pain
    Goto See
  Death:
    POSS H 5 A_JumpIfInventory("CHBoner", 1, "Tickles")
    POSS I 5 A_Scream
    POSS J 5 A_NoBlocking
    POSS K 5
	TNT1 A 0  A_JumpIfInventory("CHAbyssMark", 1, "AbyssGrow")
    POSS L -1
    Stop
	
		   AbyssGrow:
	TNT1 A 0
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Spawnitemex("SplashAbyss",random(-32,32),random(-32,32),random(2,16),0,0,2,random(-359,359),SXF_NOCHECKPOSITION)
	TNT1 A 8
	POSS A 0 A_Spawnitemex("AbyssZombie3",0,0,6,0,0,1,0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_die
    Stop
	
  Tickles:
    TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
   Goto Death+1
  XDeath:
  	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
    ZOMP M 5
    ZOMP N 5 A_XScream
    ZOMP O 5 A_NoBlocking
	TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
    ZOMP PQRST 5
    ZOMP U -1
    Stop
  Raise:
    POSS K 5
    POSS JIH 5
    Goto See
  }
}

ACTOR Orbb11
{
  Game Doom
  Radius 3
  Height 4
  Speed 21
  FastSpeed 32
  Damage (random(2,18))
  DamageType Plasma
  Projectile
  +RANDOMIZE
  +Seekermissile
  RenderStyle Add
  Alpha 0.85
  Scale 0.3
  SeeSound "Weapons/Plasmaf"
  DeathSound "weapons/plasmax"
  Translation "16:47=250:254", "48:79=250:254", "80:111=250:254", "128:143=250:254", "144:151=253:254", "152:191=250:254"
  States
  {
  Spawn:
    BAL1 A 2 Bright A_Seekermissile(2,3)
	BAL1 B 2 Bright A_weave(5,4,2,1)
    Loop
  Death:
    BAL1 CDE 6 Bright 
    Stop
  }
}

ACTOR YellowZombie : Zombieman
{
  health 140
  mass 90
  Species "Zombie"
  Bloodcolor "Yellow"
  DamageFactor Melee, 2
  DamageFactor "Exorcist", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  speed 13
  Radius 19
  Height 52
  painchance 100
  Obituary "%o was shown that the orange zombie was a tough lady" 
  seesound "lady/aggro"
  painsound "lady/hurt"
  deathsound "lady/die"
  activesound "lady/active"
  dropitem "implyingclip" 
  dropitem "implyingclip", 128
  dropitem "implyingclip", 128
  dropitem "CH_RocketAmmo"
  DropItem "CH_RocketBox", 12
  Dropitem "CH_Medikit", 160
  Dropitem "CH_RocketLauncher", 24
  DropItem "RLDuelistArmorPickup", 32
  MONSTER
  +FLOORCLIP
  +Missilemore
  +Avoidmelee
  +Dontharmspecies
  Translation "168:191=160:167", "152:159=164:167", "40:47=232:235", "32:39=213:223", "26:31=248:248"
   tag "Orange Zombiewoman"
   States 
   { 
   Spawn: 
      CZOW AB 10 A_Look 
	  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

      Loop 
   See: 
      CZOW AABB 4 a_chase
	  	  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  CZOW CCDD 4 A_Chase 
	  	  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

      Loop 
   Dodger:
      CZOW AABB 4 a_fastchase
	  	  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	 CZOW CCDD 4 A_Fastchase
	 	  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  CZOW A 0 A_Jump(88,"see")
	  Loop
   Missile: 
      CZOW E 5 A_FaceTarget 
	  	  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	  CZOW E 0 A_JumpIfCloser(550,"Bullets")
	  CZOW E 0 A_Jump(256,"RocketsOr")
	  Goto See
   RocketsOr:
      CZOW E 0 A_Jump(255,"Rockets","Bullets")
	  Goto See
   Bullets:
      CZOW F 0 A_Playsound("chainguy/attack")
      CZOW F 3 Bright A_Custombulletattack(4,4,1,random(1,3))
	  CZOW E 2 A_FaceTarget
	  CZOW F 3 Bright A_Custombulletattack(7,7,1,random(1,3))
	  CZOW E 2 A_FaceTarget
	  CZOW F 3 Bright A_Custombulletattack(9,9,1,random(1,3))
      CZOW E 2 A_Monsterrefire(128,"See")
      Goto Missile
   Rockets:
      CZOW F 0 A_JumpIfInventory("RocketCounter", 3, "Jammed")
      CZOW F 3 Bright A_Custommissile("MiniRKTZombie",32,2,random(-2,2))
	  CZOW E 2 A_giveInventory("RocketCounter",1)
	  CZOW E 2 A_Monsterrefire(128,"See")
	  Goto Missile
   Jammed:
      CZOW E 0 A_ChangeFlag("NOPAIN", TRUE)
      CZOW E 10 A_Playsound("Jam/Jamd",0,1.9)
	  CZOW A 18 A_FaceTarget
	  CZOW E 10 A_Playsound("Jam/Jamd",0,1.9)
	  CZOW E 10 A_Playsound("Jam/Jamd",0,1.9)
	  CZOW E 10 A_Playsound("Jam/Jamd",0,1.9)
	  CZOW G 16 A_TakeInventory("RocketCounter",3)
	  CZOW A 16 A_Playsound("Lady/Active")
	  CZOW A 0 A_ChangeFlag("NOPAIN", False)
	  CZOW A 0
	  Goto See
	  
	  
	  			Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssZombie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	  
   Pain: 
      CZOW G 3 
	  	  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH5",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

      CZOW G 3 A_Pain 
      Goto Dodger
  Tickles:
    TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
   Goto Death+1
   Death: 
      CZOW H 5 A_JumpIfInventory("CHBoner", 1, "Tickles")
      CZOW I 5 A_Scream 
      CZOW J 5 A_Fall 
      CZOW K 5 
      CZOW L 5
      CZOW M 5
      CZOW N -1
      Stop
    XDeath:
	  TNT1 AAA 0 A_SpawnItemEx ("CHRandom_GibGenerator", 0,0,8, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM | SXF_USEBLOODCOLOR | SXF_NOCHECKPOSITION)
      CZOW O 5      
      CZOW P 5 A_XScream       
      CZOW Q 5 A_Fall        
      CZOW RSTUV 5 
	 TNT1 A 0 A_SpawnItemEx ("CH_Pantsu", 0,0,24, VelX,VelY,VelZ, 0, SXF_ABSOLUTEMOMENTUM| SXF_NOCHECKPOSITION,248)
      CZOW W -1 
      Stop
    Raise: 
      CZOW MLKJIH 5
      Goto See 
   } 
}

ACTOR MiniRKTZombie
{
  Game Doom
  Radius 6
  Height 4
  Speed 22
  Damage (random(5,40))
  DamageType Fire
  Projectile
  +RANDOMIZE
  +DEHEXPLOSION
  +ROCKETTRAIL
  Scale 0.4
  SeeSound "weapons/rocklf"
  DeathSound "weapons/rocklx"
  States
  {
  Spawn:
    MISL A 1 Bright
    Loop
  Death:
    MISL B 8 Bright A_Explode(random(5,15),58)
    MISL C 6 Bright
    MISL D 4 Bright
    Stop
  }
}


Actor RocketCounter : Inventory
{
  Inventory.MaxAmount 3
}


actor RedZombie
{
  obituary "%o was unmade by the Red Zombie."
  health 186
  radius 20
  height 56
  mass 100
  speed 8
  Species "Zombie"
  painchance 100
  attacksound "zombie/unmaker"
  DamageFactor "Exorcist", 3.0
  DamageFactor "DIMp", 0
  DamageFactor Melee, 3
  PainChance "DIMp", 0
  SeeSound "Zom2/see"
  PainSound "Form2/hurt"
  DeathSound "zom2/die"
  ActiveSound "Form2/active"
  DropItem "CH_Cell"
  DropItem "implyingclip"
  DropItem "HealthBundle", 128
  DropItem "ArmorBundle", 64
  Dropitem "CH_Berserk", 128
  DropItem "CH_cell", 128
  Dropitem "RLUnmakerPickup", 4
  Decal BloodSplat
  MONSTER
   +FLOORCLIP
   +EXTREMEDEATH
   +DONTHARMSPECIES
   +Avoidmelee
   tag "Red ZombieUnman"
  states
  {
  Spawn:
    ZUNM AB 10 A_Look
		  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  See:
    ZUNM AABB 2 a_chase
			  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	ZUNM CCDD 2 A_Chase
			  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    loop
  Missile:
  		  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    ZUNM E 0 A_Jump(64,"Missile2")
    ZUNM E 15 A_FaceTarget
    ZUNM F 10 A_CustomBulletAttack(2,2,1,random(5,25),"BloodyPuff")
    ZUNM E 10 
    goto See
  Missile2:
    ZUNM E 16 A_FaceTarget
    ZUNM E 0 A_PlaySound("zombie/unpower")
    ZUNM F 1 BRIGHT A_CustomRailgun (random(5,20),4,"FF 00 00",0,0)
    ZUNM E 0 A_PlaySound("zombie/unpower")
    ZUNM F 1 BRIGHT A_CustomRailgun (random(5,20),4,"CC 00 00",0,0)
    ZUNM E 0 A_PlaySound("zombie/unpower")
    ZUNM F 1 BRIGHT A_CustomRailgun (random(5,20),4,"99 00 00",0,0)
    ZUNM E 0 A_PlaySound("zombie/unpower")
    ZUNM F 1 BRIGHT A_CustomRailgun (random(5,20),4,"55 00 00",0,0)
    ZUNM E 0 A_PlaySound("zombie/unpower")
    ZUNM F 1 BRIGHT A_CustomRailgun (random(5,20),4,"33 00 00",0,0)
    ZUNM E 10 A_SentinelRefire
    goto Missile2+1
	
	
				Pain.AbyssPE:
		TNT1 A 0
		TNT1 A 0 A_changeflag("Nopain",true)
	TNT1 A 0 A_setscale(0.8,0.8)
	AYPB AAB 5 bright
	AYPB B 5 bright a_playsound("AbyssForm",0)
	AYPB BBA 5 bright
	AYPB CDE 5 bright
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),16,0,3,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnitemEx("SplashAbyss",random(-16,16),random(-16,16),random(4,32),12,0,8,random(-359,359),SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)

	TNT1 A 0 A_SpawnitemEx("AbyssZombie2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
	AYPB FGH 3 bright
	AYPB I 5 bright a_setscale(1,0.75)
	AYPB H 5 bright a_setscale(1,0.5)
	AYPB I 5 bright a_setscale(1,0.25)
	AYPB H 5 bright a_setscale(1,0.05)
	TNT1 A 0 A_die
	Stop
	
  Pain:
    ZUNM G 3
			  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH6",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    ZUNM G 3 A_Pain
    goto See
  Tickles:
    TNT1 A 0 A_Spawnitemex("ThePlanBoner",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
    Goto Death+1
  Death:
    ZUNM H 5 A_JumpIfInventory("CHBoner", 1, "Tickles")
    ZUNM I 5 A_Scream
    ZUNM J 5 A_NoBlocking
    ZUNM K 5
    ZUNM L 5
    ZUNM M 5
    ZUNM N -1
    stop
  XDeath:
    ZUNM O 5
    ZUNM P 5 A_XScream
    ZUNM Q 5 A_NoBlocking
    ZUNM RSTUV 5  A_Spawnitemex("HKRedDeath",random(-24,24),random(-24,24),random(8,64),0,0,0,0,SXF_NOCHECKPOSITION)
    ZUNM W -1
  Raise:
    ZUNM KJIH 5
    goto See
  }
}

ACTOR BloodyPuff
{
    +NOBLOCKMAP 
    +NOGRAVITY
    +PUFFONACTORS
    +EXTREMEDEATH
    States
    {
    Spawn:
    Crash:
       DBLD A 4 BRIGHT
       DBLD BCD 4
       Stop
   }
}

Actor BlackZombie
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_BlackBossy") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 1, "EX1") 
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 2, "EX2") 
TNT1 A 0 A_JumpIf(CallACS("CH_ExBoss") == 3, "EX3") 
TNT1 A 0 A_SpawnitemEx("BlackZombie1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX1No:
TNT1 A 0
TNT1 A 0 A_SpawnitemEx("BlackZombie1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX3:
TNT1 A 0
TNT1 A 0 A_SpawnitemEx("BlackZombieEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX2:
TNT1 A 0
TNT1 A 0 A_jump(128,"EX1No")
TNT1 A 0 A_SpawnitemEx("BlackZombieEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

EX1:
TNT1 A 0
TNT1 A 0 A_jump(232,"EX1No")
TNT1 A 0 A_SpawnitemEx("BlackZombieEX",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop

Third:
TNT1 A 0 A_SpawnitemEx("RedZombie",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}


// EX black zombie




ACTOR BlackZombieEX
{
  Game Doom
  Health 5000
  Radius 16
  Height 56
  Mass 100
  Speed 28
  PainChance 16
  DamageFactor "Heroic", 3.0
    DamageFactor "PlayerVoid", 0.5
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  DamageFactor "Falling", 0.0
  DamageFactor Falling, 0.0

    
  PainChance "PLWater", 12
   PainChance "ice", 12
  PainChance "Fire", 4
  PainChance "Melee", 12


  Monster
  +BOSS
  +QUICKTORETALIATE
  +FLOORCLIP
  +LOOKALLAROUND
  +Missilemore
  +dontmorph 
  -NORADIUSDMG
  +NOFEAR
  Translation "123:127=5:8", "112:122=108:111", "152:159=6:8", "128:143=5:8", "9:12=0:0", "64:79=106:111", "48:63=32:47", "16:31=32:47", "80:95=0:0", "96:111=0:0", "144:151=184:191"
  SeeSound "HEHEEENH"
  ActiveSound "HEHEEENH"
  DeathSound "*death"
  PainSound "*pain50"
  Obituary "%o met the player X "
  HitObituary "Player X: lmao owned rekt gg ez"
  DropItem "CH_SoulSphere"
   DropItem "CH_MegaSphere"
  DropItem "CH_PlasmaRifle"
  DropItem "CH_Chaingun"
  DropItem "CH_SuperShotgun"
  Dropitem "RareArmorPool", 128
  Dropitem "RLFragShotgunPickup", 84
  DropItem "BackPack"
  DropItem "BackPackBundle"

  Dropitem "RLUniqueWeaponSpawner",24
  tag "Player X"
States
  {
  Spawn:
    PLAY A 1
	Goto Scripted
	ScripteD:
	PLAY A 1
	PLAY A 1  ACS_NamedExecuteAlways("AnnounceBlackZombie")
	PLAY A 1 A_log("A chill runs down your spine")
	Goto Idle
	Idle:
    PLAY A 4 A_Look
			  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    PLAY ABCD 4 A_Chase
				  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	PLAY A 0 A_Jump(128,"See2")
    Loop
  See2:
    PLAY ABCD 4 A_FastChase
				  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	PLAY A 0 A_Jump(128,"See")
    Loop
  Melee:
    PLAY E 4 A_FaceTarget
    PLAY E 4 a_custommeleeattack(random(60,120), "player/fist", "none")
		PLAY E 0 A_CheckFlag("CORPSE","TAUNT",AAPTR_TARGET)

    Goto Shotttgun
  Missile:
  			  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    PLAY E 0 a_Jumpifcloser (300, "shotttgun")
	PLAY E 0 a_JumpIfCloser (840, "PlasmaSpammer")
    PLAY E 0 A_Jump (256, "Rawkets")	
	
	
	
	GoTo See
	
	Taunt:
	
	PLAY A 4 
	PLAY G 4 A_Playsound("HEHEEENH",0) 
		PLAY A 4 
	PLAY G 4 A_Playsound("HEHEEENH",0) 
		PLAY A 4 
	PLAY G 4 A_Playsound("HEHEEENH",0) 
		PLAY A 4 
	PLAY G 4 A_Playsound("HEHEEENH",0) 
		PLAY A 4 
	PLAY G 4 A_Playsound("HEHEEENH",0) 
		PLAY A 3
	PLAY G 3 A_Playsound("HEHEEENH",0) 
		PLAY A 3 
	PLAY G 3 A_Playsound("HEHEEENH",0) 
		PLAY A 3 
	PLAY G 3 A_Playsound("HEHEEENH",0) 
		PLAY GAG 4 A_Playsound("HEHEEENH",0) 
PLAY AGA 3 A_Playsound("HEHEEENH",0) 
	PLAY GAG 2 A_Playsound("HEHEEENH",0) 
	goto see
	
	
  Shotttgun:
    PLAY E 3 A_FaceTarget
	PLAY E 1 A_jumpifcloser(300,"SHOOTMYDUDE")
			
	PLAY E 1 thrustthingz(0,64,0,0)
    PLAY E 1 thrustthing(angle,12,0,0)
	PLAY E 10
	
	Shootmydude:
	PLAY F 0
	PLAY F 0 A_JumpIfInventory("ShotgunWhere", 1, "Jammed")
	PLAY F 0 A_PlaySound("weapons/sshotf")
    PLAY F 13 Bright A_CustomBulletAttack(22.5, 5, 8, 6, "BulletPuff", 0)
		PLAY E 0 A_CheckFlag("CORPSE","TAUNT",AAPTR_TARGET)

	PLAY F 0 A_GiveInventory("ShotgunWhere",1)
    Goto See
  Jammed:
    PLAY E 8 Bright
	PLAY A 2 A_Playsound("weapons/sshotl") 
	PLAY A 8 A_TakeInventory("ShotgunWhere",1)
	PLAY E 2 A_SpawnItemEx("Shell",8,4,32,3,3,1,angle+5)
	PLAY E 0 A_jump(84,"RBarrage")
	PLAY E 0 A_jump(64,"BFGBoi")
	PLAY E 0
	Goto Missile
	
	RBarrage:
		PLAY E 1 thrustthingz(0,64,0,0)
    PLAY E 1 thrustthing(angle-180,12,0,0)
	PLAY E 6 A_FaceTarget
	TNT1 A 0 A_jump(128,"AltBar")
	
	PLAY E 1 thrustthingz(0,64,0,0)
    PLAY E 1 thrustthing(angle+90,12,0,0)
	    PLAY E 2
    PLAY F 4 Bright A_Custommissile("Rocket",32,0,random(-1,1))
		PLAY E 0 A_CheckFlag("CORPSE","TAUNT",AAPTR_TARGET)
		    PLAY F 4 Bright A_Custommissile("Rocket",32,0,random(-1,1))
		PLAY E 0 A_CheckFlag("CORPSE","TAUNT",AAPTR_TARGET)
		    PLAY F 4 Bright A_Custommissile("Rocket",32,0,random(-1,1))
		PLAY E 0 A_CheckFlag("CORPSE","TAUNT",AAPTR_TARGET)
		
	Goto see
	
	AltBar:	
	PLAY E 1 thrustthingz(0,64,0,0)
    PLAY E 1 thrustthing(angle-90,12,0,0)
		    PLAY E 2
    PLAY F 4 Bright A_Custommissile("Rocket",32,0,random(-1,1))
		PLAY E 0 A_CheckFlag("CORPSE","TAUNT",AAPTR_TARGET)
		    PLAY F 4 Bright A_Custommissile("Rocket",32,0,random(-1,1))
		PLAY E 0 A_CheckFlag("CORPSE","TAUNT",AAPTR_TARGET)
		    PLAY F 4 Bright A_Custommissile("Rocket",32,0,random(-1,1))
		PLAY E 0 A_CheckFlag("CORPSE","TAUNT",AAPTR_TARGET)
		
	Goto see
	
	
	BFGBoi:
	PLAY E 1
	PLAY E 1 a_playsound("weapons/bfgf",0)
	PLAY E 10 bright
	    PLAY E 8 bright A_FaceTarget
    PLAY E 6 bright A_FaceTarget
	PLAY F 4 Bright A_Custommissile("PlayerEXBFG",32,0,0)
	PLAY E 12
			PLAY E 0 A_CheckFlag("CORPSE","TAUNT",AAPTR_TARGET)
		
	Goto see
	
	
  PlasmaSpammer:
  
  PLAY E 0
  PLAY E 0 A_jump(84,"RBarrage")
    PLAY E 2 A_FaceTarget
    PLAY E 0 A_FaceTarget
    PLAY F 3 Bright A_custommissile("PlasmaBallSP3", 32, 0, random(-5,5))
	PLAY E 1 A_FaceTarget
	PLAY F 3 Bright A_custommissile("PlasmaBallSP3", 32, 0, random(-15,15))
	PLAY E 1 A_FaceTarget
	PLAY F 3 Bright A_custommissile("PlasmaBallSP3", 32, 0, random(-25,25))
	PLAY E 1
	  PLAY E 0 A_jump(34,"BFGBoi")
	PLAY F 3 Bright A_custommissile("PlasmaBallSP3", 32, 0, random(-35,35))
	PLAY E 0 A_CheckFlag("CORPSE","TAUNT",AAPTR_TARGET)
    PLAY A 0 A_MonsterRefire(128,"CellEject")
    Goto Missile
	CellEject:
    PLAY A 8
	PLAY GG 3 A_SpawnItemEx("Cell",8,4,32,3,3,1,angle+5)
	PLAY A 3
    Goto See
  Rawkets:
    PLAY E 2
    PLAY F 2 Bright A_custombulletattack(5.6, 0, 1, 5, "BulletPuff")
    PLAY E 2 A_Jump(32,"ActualRawk")
		PLAY E 0 A_CheckFlag("CORPSE","TAUNT",AAPTR_TARGET)
PLAY E 0 A_jump(8,"BFGBoi")
    PLAY A 0 A_CPosRefire
    Goto Missile
    PLAY A 0
    Goto See  
  ActualRawk:
    PLAY E 2
    PLAY F 2 Bright A_Custommissile("Rocket",32,0,random(-1,1))
		PLAY E 0 A_CheckFlag("CORPSE","TAUNT",AAPTR_TARGET)
PLAY E 0 A_jump(34,"BFGBoi")
    PLAY E 2
    Goto Missile
  Pain:
    PLAY G 4
				  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    PLAY G 4 A_Pain
	PLAY E 0 A_jump(84,"RBarrage")
    Goto See
  Death:
    PLAY H 10
    PLAY I 10 A_Scream
    PLAY J 10 A_NoBlocking
	PLAY I 10 A_PlaySound("*death")
    PLAY J 10 
	PLAY I 10 A_PlaySound("*death")
    PLAY J 10 
	PLAY I 10 A_PlaySound("*death")
    PLAY J 10 
    PLAY KLM 10
	PLAY M -1
	stop
   }
}	

ACTOR PlayerEXBFG
{
  Game Doom
  Radius 12
  Height 12
  Speed 25
  Damage (random(100,200))
  DamageType "Plasma"
  Projectile
  +dontharmclass
  RenderStyle Add
  Alpha 1.25
  Scale 1.0
  DeathSound "weapons/bfgx"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    BFS1 A 2 Bright A_SpawnItemEx("TrailSPCguy",random(-2,2),random(-2,2),random(-1,1),20,0,random(-5,5),random(-270,270))
	BFS1 B 2 Bright A_SpawnItemEx("TrailSPCguy",random(-2,2),random(-2,2),random(-1,1),20,0,random(-5,5),random(-270,270))

    Loop
  Death:
    BFE1 AB 8 Bright A_SetScale(1.25)
	TNT1 A 0  Radius_Quake(15,15,0,40,0)
    BFE1 C 8 Bright A_Explode(random(45,125),156)
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx("PlayerEXBFG2",random(-12,12),random(-12,12),random(-1,1),random(2,19),0,random(-9,9),random(-359,359),SXF_NOCHECKPOSITION)

    BFE1 DEF 8 Bright
    Stop
  }
}


ACTOR PlayerEXBFG2
{
  Game Doom
  Radius 6
  Height 6
  Speed 10
  Damage (random(20,80))
  DamageType "Plasma"
  Projectile
   +dontharmclass
  RenderStyle Add
  Alpha 1.25
  Scale 0.55
   translation "0:255=%[0.00,0.17,0.00]:[0.81,1.35,0.28]"
  States
  {
  Spawn:
  TNT1 A 0
  Fly:
    BFS1 A 2 Bright a_setscale(0.55,0.75)
	BFS1 B 2 Bright  a_setscale(0.75,0.55)
	TNT1 A 0 A_jump(2,"Death")
    Loop
  Death:
    BFS1 ABABAB 2 Bright a_fadeout(0.33)
    Stop
  }
}



// normal 

ACTOR BlackZombie1
{
  Game Doom
  Health 2500
  Radius 16
  Height 56
  Mass 100
  Speed 26
  PainChance 16
  DamageFactor "Heroic", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  
    PainChance "PLWater", 8
   PainChance "ice", 10
  PainChance "Fire", 8
  PainChance "Melee", 42
  
  Monster
  +BOSS
  +QUICKTORETALIATE
  +FLOORCLIP
  +LOOKALLAROUND
  +Missilemore
  +dontmorph 
  -NORADIUSDMG
  +NOFEAR
  Translation "80:95=96:111", "96:111=5:8","112:127=96:111"
  DeathSound "*death"
  PainSound "*pain50"
  Obituary "%o met the missing player"
  HitObituary "Player9: Git Gud"
  DropItem "CH_SoulSphere"
  DropItem "CH_PlasmaRifle"
  DropItem "CH_Chaingun"
  DropItem "CH_SuperShotgun"
  Dropitem "RareArmorPool", 64
  Dropitem "RLFragShotgunPickup", 72
  DropItem "BackPack"
  DropItem "BackPackBundle"

  Dropitem "RLUniqueWeaponSpawner",12
  tag "Player 9"
States
  {
  Spawn:
    PLAY A 1
	Goto Scripted
	ScripteD:
	PLAY A 1
	PLAY A 1  ACS_NamedExecuteAlways("AnnounceBlackZombie")
	PLAY A 1
	Goto Idle
	Idle:
    PLAY A 4 A_Look
				  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    PLAY ABCD 4 A_Chase
				  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	PLAY A 0 A_Jump(128,"See2")
    Loop
  See2:
    PLAY ABCD 4 A_FastChase
				  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	PLAY A 0 A_Jump(128,"See")
    Loop
  Melee:
    PLAY E 4 A_FaceTarget
    PLAY E 4 a_custommeleeattack(random(20,80), "player/fist", "none")
    Goto Shotttgun
  Missile:
  			  							TNT1 AA 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    PLAY E 0 a_Jumpifcloser (300, "shotttgun")
	PLAY E 0 a_JumpIfCloser (840, "PlasmaSpammer")
    PLAY E 0 A_Jump (256, "Rawkets")	
	GoTo See
  Shotttgun:
    PLAY E 3 A_FaceTarget
	PLAY F 0 A_JumpIfInventory("ShotgunWhere", 1, "Jammed")
	PLAY F 0 A_PlaySound("weapons/sshotf")
    PLAY F 13 Bright A_CustomBulletAttack(22.5, 5, 8, 6, "BulletPuff", 0)
	PLAY F 0 A_GiveInventory("ShotgunWhere",1)
    Goto See
  Jammed:
    PLAY E 8 Bright
	PLAY A 2 A_Playsound("weapons/sshotl") 
	PLAY A 8 A_TakeInventory("ShotgunWhere",1)
	PLAY E 2 A_SpawnItemEx("Shell",8,4,32,3,3,1,angle+5)
	PLAY E 0
	Goto Missile
  PlasmaSpammer:
    PLAY E 2 A_FaceTarget
    PLAY E 0 A_FaceTarget
    PLAY F 3 Bright A_custommissile("PlasmaBallSP3", 32, 0, random(-5,5))
	PLAY E 1 A_FaceTarget
	PLAY F 3 Bright A_custommissile("PlasmaBallSP3", 32, 0, random(-15,15))
	PLAY E 1 A_FaceTarget
	PLAY F 3 Bright A_custommissile("PlasmaBallSP3", 32, 0, random(-25,25))
	PLAY E 1
	PLAY F 3 Bright A_custommissile("PlasmaBallSP3", 32, 0, random(-35,35))
    PLAY A 0 A_MonsterRefire(128,"CellEject")
    Goto Missile
	CellEject:
    PLAY A 8
	PLAY GG 3 A_SpawnItemEx("Cell",8,4,32,3,3,1,angle+5)
	PLAY A 3
    Goto See
  Rawkets:
    PLAY E 2
    PLAY F 2 Bright A_custombulletattack(5.6, 0, 1, 5, "BulletPuff")
    PLAY E 2 A_Jump(32,"ActualRawk")
    PLAY A 0 A_CPosRefire
    Goto Missile
    PLAY A 0
    Goto See  
  ActualRawk:
    PLAY E 2
    PLAY F 2 Bright A_Custommissile("Rocket",32,0,random(-1,1))
    PLAY E 2
    Goto Missile
  Pain:
    PLAY G 4
				  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH10",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    PLAY G 4 A_Pain
    Goto See
  Death:
    PLAY H 10
    PLAY I 10 A_Scream
    PLAY J 10 A_NoBlocking
	PLAY I 10 A_PlaySound("*death")
    PLAY J 10 
	PLAY I 10 A_PlaySound("*death")
    PLAY J 10 
	PLAY I 10 A_PlaySound("*death")
    PLAY J 10 
    PLAY KLM 10
	PLAY M -1
	stop
   }
}	

Actor ShotgunWhere : Inventory
{
  Inventory.MaxAmount 1
}


Actor WhiteZombie
{
states
{
Spawn:
TNT1 A 0
Goto Scripted
Scripted:
TNT1 A 0 A_JumpIf(CallACS("CH_WhiteBossy") == 1, "First") 
TNT1 A 0
Goto Third
First:
TNT1 A 0 A_SpawnitemEx("WhiteZombie1",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
Third:
TNT1 A 0 A_SpawnitemEx("BlackZombie",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERSPECIAL|SXF_TRANSFERAMBUSHFLAG)
stop
}
}

Actor ThePlanBoner
{
  Game Doom
  Health 45
  Radius 8
  Height 16
  Mass 1
  Speed 1
  Monster
  -COUNTKILL
  -ACTIVATEMCROSS
  +NOBLOCKMONST
  +float
  +Floatbob
  +Noradiusdmg
  translation "0:255=[129,129,129]:[255,255,255]"
  States
  {
  Spawn:
    BBBN A 3
    Goto Hatch
	Hatch:
	BBBN BCD 5
	BBBN ABCD 5
	TNT1 A 3 Bright A_Spawnitemex("MrBones",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
    Goto Death2
  Death:
    MISL B 0 A_SetScale(0.4,0.4)
    MISL BCD 3
    Stop
  Death2:
	TNT1 A 1
	stop
  }
}

Actor BoneGibWhite
{
radius 2
height 3
projectile
damage 1
speed 1
projectile
    +DOOMBOUNCE
    +MOVEWITHSECTOR
	+CANNOTPUSH
    -NOGRAVITY
+NotOnAutomap
+dontharmclass
bouncefactor 0.5
states
{
spawn:
	 TNT1 A 0
	 Goto wee
	 wee:
	 BBBN ABCD random(3,6)
	 loop
	 crash:
stop
death:
stop
}


}

actor MrBones
{
  hitobituary "%o's funnybone was tickled by a skeleton"
  health 50
  painchance 180
  speed 12
  radius 24
  gibhealth -60
  height 56
  mass 100
  scale 0.9
  seesound "skelsit"
  painsound "skelpai"
  deathsound "skeldth"
  Species "UnderTaker"
  MONSTER
  +NOBLOOD
  +LookAllaround
  -ACTIVATEMCROSS
  +NOBLOCKMONST
  +NOFEAR
  +DONTDRAIN
  +Noclip
  -countkill
  +Dontharmspecies
  DropItem "implyingclip", 128
  DropItem "CH_Shell", 64
  Dropitem "CH_RocketAmmo", 32
  DropItem "CH_Cell", 12
  var int user_ILive;
  var int user_IDie;
  tag "The ride"
  states
  {
  Spawn:
    SKLT R 10 A_Look
    loop 
  See:
    SKLT AABB 2 A_Chase("Melee","")	
	SKLT A 0 a_changeflag(noclip,false)
	SKLT A 0 //a_checkblock("IStuck",CBF_DROPOFF)
	SKLT DDCC 2 A_Chase("Melee","")	
	SKLT A 0 //a_checkblock("IStuck",CBF_DROPOFF)
	SKLT EEFF 2 A_Chase("Melee","")	
	SKLT A 0 //a_checkblock("IStuck",CBF_DROPOFF)
	SKLT A 0 A_SetUserVar("User_IDie", User_IDie-1)
    loop
	IStuck:
	SKLT A 0
	SKLT A 0 A_JumpIf(user_IDie >=12 ,"GiveUp")
	SKLT A 5 a_changeflag(noclip,true)
	SKLT A 0 A_SetUserVar("User_IDie", User_IDie+2)
	SKLT ABDC 1 A_wander
	SKLT A 1
	Goto See
  Melee:
    SKLT GH 4 A_FaceTarget 
    SKLT I 4 A_playsound("skelatt",chan_auto)  
    SKLT J 4 A_CustomMeleeAttack(random(1,6)*4,"swordhit",none)     
    SKLT K 4 A_FaceTarget    
    goto See
  Pain:
    SKLT L 2
    SKLT L 2 A_Pain
    goto See
  Death:
    SKLT M 4 A_Scream
    SKLT N 4 A_Fall
    SKLT O 8 A_Noblocking
    SKLT P 12 A_Radiusgive("BoneUp",528,RGF_MONSTERS,1)
    SKLT Q 450 CanRaise
	Goto Vanish
	GiveUp:
	SKLT M 8
	SKLT N 8
	SKLT O 10
	SKLT P 14
	Goto Vanish
	Vanish:
	SKLT Q 20 A_fadeout(0.3)
	SKLT Q 15 A_fadeout(0.3)
	SKLT Q 10 A_fadeout(0.3)
    stop
	XDeath:
	TNT1 A 0
	TNT1 A 1 a_scream
		TNT1 AAAAAAAAAAAAAAAA 0 A_Spawnitemex("BoneGibWhite",0,0,3,frandom(-180,180),frandom(-180,180),frandom(-180,180),frandom(-180,180),SXF_NOCHECKPOSITION)
		 Stop
  Raise:
    SKLT P 0 A_JumpIf(user_ILive >=2 ,"Revenante")
    SKLT PONM 4
	SKLT A 1 A_SetUserVar("User_ILive", User_ILive+1)
    goto see
	Revenante:
	SKLT PO 2 bright
	SKLT PONPON 3 Bright
	TNT1 A 0 A_Spawnitemex("CommonRevenant",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION)
	Stop
  }
}


Actor BoneUp : Inventory
{
  Inventory.MaxAmount 30
}

Actor BoneUp2 : CustomInventory
{
 +INVENTORY.AUTOACTIVATE
 +INVENTORY.ALWAYSPICKUP
  states
  {
  Pickup:
  TNT1 AAAAAA 1
  TNT1 A 2 A_SpawnItemEx("SpirZom",0,0,38,0,0,2,0,SXF_SETMASTER)
  TNT1 A 2 A_Playsound("ice/Cast")
  //TNT1 A 10 A_SpawnItemEx("SpirZom2",random(-15,15),random(-15,15),42,0,0,8,random(-15,15),SXF_NOCHECKPOSITION)
  stop
  }
}

Actor SpirZom
{
    Radius 1
    Height 1
    +NOCLIP
    +NOGRAVITY
	+NOINTERACTION
	+Floatbob
    Renderstyle ADD
    Alpha 0.55
	Scale 0.75
    States
    {
    Spawn:
	TNT1 A 0
	Follow:
    SPIR ABC 4 Bright A_Warp(AAPTR_MASTER,0,0,38)
	SPIR C 2 A_SpawnItemEx("SpirZom2",random(-15,15),random(-15,15),0,0,0,0,random(-15,15),SXF_NOCHECKPOSITION)
	SPIR DE 4 Bright A_Warp(AAPTR_MASTER,0,0,38)
	SPIR E 2 A_SpawnItemEx("SpirZom2",random(-15,15),random(-15,15),0,0,0,0,random(-15,15),SXF_NOCHECKPOSITION)
        Stop
    }
}

Actor SpirZom2
{
    Radius 1
    Height 1
    +NOCLIP
    +NOGRAVITY
	+NOINTERACTION
	+Float
    Alpha 1
	Scale 0.4
    States
    {
    Spawn:
	TNT1 A 0
	Follow:
    HUWZ A 3 Bright // A_Warp(AAPTR_MASTER,0,random(-15,15),46)
	HUWZ A 3 Bright Thrustthingz(0,6,0,0)
	HUWZ AAA 4 Bright A_Fadeout(0.25)
        Stop
    }
}



ACTOR WhiteZombie1
{
  Game Doom
  Health 2800
  Radius 16
  Height 56
  Mass 100
  Speed 10
  PainChance 16
  Species "UnderTaker"
  DamageFactor "Heroic", 3.0
  DamageFactor "DIMp", 0
  PainChance "DIMp", 0
  Monster
  +BOSS
  +QUICKTORETALIATE
  +FLOORCLIP
  +LOOKALLAROUND
  +Missilemore
  +Notarget
  -NORADIUSDMG
  +NOFEAR
  +dontmorph 
  +dontharmspecies
  +dontharmclass
  Translation "205:205=192:192", "206:206=88:88", "207:207=93:93", "241:241=99:99", "242:242=103:103", "6:6=102:102", "5:5=109:109", "243:243=110:110", "250:254=152:158", "164:167=107:111", "0:0=0:0", "125:125=112:112"
  DeathSound "Under/Die"
  SeeSound "Under/See"
  painsound "skelpai"
  Obituary "Hey %o , the demons called the undertaker~"
  HitObituary "Shovel to the face?"
  DropItem "CH_SoulSphere"
  DropItem "CH_SoulSphere"
  Dropitem "CH_MegaSphere", 72
  DropItem "BackPack"
  DropItem "BackPackBundle"
  Dropitem "RareArmorPool", 128
  Dropitem "RLDemonicWeaponSpawner",12
  Dropitem "RLLegendaryWeaponSpawner", 4
  Dropitem "RLUniqueWeaponSpawner",16
  var int user_skel1;
  tag "UNDERTAKER"
States
  {
  Spawn:
    MAGE A 1
	Goto Scripted
	ScripteD:
	MAGE A 1
	MAGE A 1  ACS_NamedExecuteAlways("AnnounceWhiteZombie")
	MAGE A 1  A_Radiusgive("CHBoner",16383,RGF_NOSIGHT|RGF_MONSTERS)
	MAGE A 1
	Goto Idle
	Idle:
    MAGE A 4 A_Look
				  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    Loop
  See:
    MAGE E 0 A_JumpIfInventory("BoneUp", 12, "Buff3")
	MAGE E 0 A_JumpIfInventory("BoneUp", 9, "Buff2")
	MAGE E 0 A_JumpIfInventory("BoneUp", 5, "Buff1")
    MAGE ABCD 4 A_Chase
					  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	MAGE A 0 A_Jump(128,"See2")
    Loop
  See2:
    MAGE ABCD 4 A_FastChase
					  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	MAGE A 0 A_Jump(128,"See")
    Loop
  Melee:
  Missile:
    MAGE E 0 
					  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

	MAGE E 0 A_JumpIf(user_skel1==4, "FinalForm")
	MAGE E 0
    MAGE E 0 A_JumpIfCloser(550,"Shovel")
	MAGE E 0 A_JumpIfCloser(1250, "MedRange")
	MAGE E 0 A_Jump(255,"RapidBone")
	MAGE E 0
	GoTo See
  FinalForm:
    MAGE E 0 A_JumpIfCloser(550,"Close2")
	MAGE E 0 A_JumpIfCloser(1250, "MedRange2")
	MAGE E 0 A_Jump(255,"RapidBone3")
	Goto See
   Close2:
    MAGE E 0
	MAGE E 0 A_Jump(255,"ShotBone3","Shovel")
	MAGE E 0
	Goto See
   MedRange2:
    MAGE E 0
	MAGE E 0 A_Jump(255,"ShotBone3","BoneTornado","RapidBone3")
	MAGE E 0
	Goto See
  BoneTornado:
	Goto MedRange2
    MAGE E 9 A_FaceTarget
	MAGE E 7 Bright A_Playsound("Under/Goodie",7, 2, false, ATTN_NONE)
	MAGE E 7 
    MAGE E 5 Bright
	MAGE E 5
	MAGE E 3 Bright
	MAGE E 3
	MAGE F 5 Bright A_Custommissile("BoneTorn2",4,0,random(-64,64))
	MAGE F 3 Bright
	MAGE E 3
	Goto See
  RapidBone3:
    MAGE E 7 A_FaceTarget
	MAGE F 1 Bright
	MAGE FFF 1 Bright A_custommissile("BoneProjZM3",random(34,40),random(-1,1),random(-2,2),32,random(-1,1))
    MAGE F 1 A_Monsterrefire(120, "See")
    Goto RapidBone3+1
  ShotBone3:
    MAGE E 8 A_FaceTarget
	MAGE F 5 Bright 
	MAGE FFFFFFFFFFF 0 A_custommissile("BoneProjZM3",random(32,42),random(-5,5),random(-12,12),32,random(-3,3))
    MAGE E 5
	Goto See
  MedRange:
    MAGE E 0
	MAGE E 0 A_Jump(255,"ShotBone","RapidBone")
	MAGE E 0
	Goto See
  ShotBone:
    MAGE E 8 A_FaceTarget
	MAGE F 6 Bright A_JumpIf(user_skel1==3,"ShotBone2")
	MAGE FFFFFFFFF 0 A_custommissile("BoneProjZM",random(32,42),random(-5,5),random(-12,12),32,random(-3,3))
    MAGE E 5
	Goto See
	ShotBone2:
	MAGE FFFFFFFFFFFF 0 A_custommissile("BoneProjZM2",random(32,42),random(-5,5),random(-12,12),32,random(-3,3))
    MAGE E 5
	Goto See
  RapidBone:
    MAGE E 0 A_JumpIf(user_skel1==3,"RapidBone2")
    MAGE E 7 A_FaceTarget
	MAGE F 1 Bright
	MAGE FF 1 Bright A_custommissile("BoneProjZM",random(34,40),random(-2,2),random(-5,5),32,random(-1,1))
	MAGE F 0 A_jump(12,"ShotBone")
    MAGE F 2 A_Monsterrefire(150, "See")
    Goto RapidBone+2
 RapidBone2:
    MAGE E 7 A_FaceTarget
	MAGE F 1 Bright
	MAGE FF 1 Bright A_custommissile("BoneProjZM2",random(34,40),random(-1,1),random(-3,3),32,random(-1,1))
	MAGE F 0 A_jump(12,"ShotBone2")
    MAGE F 1 A_Monsterrefire(120, "See")
    Goto RapidBone2+1
 Shovel:
    MAGE E 7 A_FaceTarget
	MAGE F 7 Bright A_Playsound("Spell/SpellCast1")
	MAGE F 0 A_custommissile("ShoveZM",38,0,0)
	MAGE F 0 A_custommissile("ShoveZM",38,3,5)
	MAGE F 0 A_custommissile("ShoveZM",38,-3,-5)
	MAGE E 0 A_JumpIf(user_skel1==3,"ShotBone2")
	MAGE E 5 A_Jump(128,"missile","ShotBone")
	MAGE E 1 
	Goto See
  Reset:
    MAGE A 0
	MAGE A 0
	Goto See+3
  Buff1:
    MAGE A 0 
    MAGE A 0 A_JumpIf(user_skel1>=2, "Reset")
	MAGE A 0 A_Playsound("Under/Goodie",7, 2, false, ATTN_NONE)
	MAGE E 1 A_ChangeFlag(MISSILEEVENMORE,TRUE)
	MAGE E 1 A_Setuservar("user_skel1",user_skel1+2)
	MAGE E 5 //A_Setspeed(16)
	MAGE E 0 A_SetScale(1.1,1.1)
    Goto See+3
  Buff2:
    MAGE A 0
    MAGE A 0 A_JumpIf(user_skel1>=3, "Reset")
	MAGE A 0 A_Playsound("Under/Goodie",7, 2, false, ATTN_NONE)
	MAGE E 1 A_Setuservar("user_skel1",user_skel1+1)
	MAGE E 1 //A_Setspeed(21)
	MAGE E 6 A_SetScale(1.25,1.25)
	MAGE E 0
    Goto See+3
  Buff3:
    MAGE A 0
    MAGE A 0 A_JumpIf(user_skel1>=4, "Reset")
	MAGE A 0 A_Playsound("Under/Goodie",7, 2, false, ATTN_NONE)
	MAGE E 0 A_ChangeFlag(NOPAIN,TRUE)
	MAGE E 1 A_Setuservar("user_skel1",user_skel1+1)
	MAGE E 1 //A_Setspeed(28)
	MAGE E 7
	MAGE E 0 A_SetScale(1.45,1.45)
	MAGE E 12
    Goto See+3
  Pain:
    MAGE G 4
					  							TNT1 A 0 A_SpawnitemEx("ColorTierIconCH11",0,0,32,random(1,4),0,random(0,2),random(0,359),SXF_NOCHECKPOSITION)

    MAGE G 4 A_Pain
    Goto See
  Death:
    MAGE H 13
    MAGE I 13 A_Scream
    MAGE J 13 A_NoBlocking
    MAGE KLM 13
	MAGE N -1
	stop
   }
}	

ACTOR BoneTorn2
{
  Game Doom
  Radius 6
  Height 8
  Speed 18
  Mass 25
  Projectile
  +Floorhugger
  +Thruactors
  +dontblast
  +Bounceonwalls
  +invisible
  BounceCount 999
  Bouncetype doom
  Bouncefactor 1
  wallbouncefactor 1.1
  RenderStyle Add
  SeeSound "Fire/fire3"
  Alpha 0.75
  Scale 1
  States
  {
  Spawn:
    RNGG AB 1 Bright A_Wander
	RNGG CCCCCCC 1 Bright A_SpawnItemEx("BoneStormer1",0,0,4,0,0,0,0,SXF_SETMASTER)
    RNGG CCC 0 Bright A_SpawnItemEx("BoneStormer3",0,0,4,0,0,0,0,SXF_SETMASTER)
    RNGG CCCCCCC 1 Bright A_SpawnItemEx("BoneStormer2",0,0,4,0,0,0,0,SXF_SETMASTER)
	RNGG CCCCCCC 1 Bright A_SpawnItemEx("BoneStormer4",0,0,4,0,0,0,0,SXF_SETMASTER)
    RNGG CCC 0 Bright A_SpawnItemEx("BoneStormer5",0,0,4,0,0,0,0,SXF_SETMASTER)
    RNGG CCCCCCCC 1 Bright A_SpawnItemEx("BoneStormer6",0,0,4,0,0,0,0,SXF_SETMASTER)
	RNGG CCDD 1 Bright A_CustomMissile("BoneProjZM3",4,random(-20,20), CMF_AIMOFFSET,random(0,360), random(0,360))
		RNGG CCCCCCCC 1 Bright A_SpawnItemEx("BoneStormer7",0,0,4,0,0,0,0,SXF_SETMASTER)
	RNGG CCCCCCCC 1 Bright A_SpawnItemEx("BoneStormer1",0,0,4,0,0,0,0,SXF_SETMASTER)
	RNGG AB 1 Bright A_Wander
    RNGG CCCCCCCCC 0 Bright A_SpawnItemEx("BoneStormer3",0,0,4,0,0,0,0,SXF_SETMASTER)
    RNGG CCC 1 Bright A_SpawnItemEx("BoneStormer2",0,0,4,0,0,0,0,SXF_SETMASTER)
		RNGG CCCCCCC 1 Bright A_SpawnItemEx("BoneStormer4",0,0,4,0,0,0,0,SXF_SETMASTER)
    RNGG CCC 0 Bright A_SpawnItemEx("BoneStormer5",0,0,4,0,0,0,0,SXF_SETMASTER)
    RNGG CCCCCC 1 Bright A_SpawnItemEx("BoneStormer6",0,0,4,0,0,0,0,SXF_SETMASTER)
		RNGG CCCCCC 1 Bright A_SpawnItemEx("BoneStormer7",0,0,4,0,0,0,0,SXF_SETMASTER)
	RNGG CCDD 1 Bright A_CustomMissile("BoneProjZM3",4,random(-20,20), CMF_AIMOFFSET,random(0,360), random(0,360))
	RNGG AB 1 Bright A_Wander
	RNGG CCCCCC 1 Bright A_SpawnItemEx("BoneStormer4",0,0,4,0,0,0,0,SXF_SETMASTER)
    RNGG CCC 0 Bright A_SpawnItemEx("BoneStormer5",0,0,4,0,0,0,0,SXF_SETMASTER)
    RNGG CCCCCC 1 Bright A_SpawnItemEx("BoneStormer6",0,0,4,0,0,0,0,SXF_SETMASTER)
		RNGG CCC 1 Bright A_SpawnItemEx("BoneStormer7",0,0,4,0,0,0,0,SXF_SETMASTER)
			RNGG CCCCCC 1 Bright A_SpawnItemEx("BoneStormer1",0,0,4,0,0,0,0,SXF_SETMASTER)
    RNGG CCC 0 Bright A_SpawnItemEx("BoneStormer3",0,0,4,0,0,0,0,SXF_SETMASTER)
    RNGG CCCCCC 1 Bright A_SpawnItemEx("BoneStormer2",0,0,4,0,0,0,0,SXF_SETMASTER)
	RNGG CCCCCC 1 Bright A_SpawnItemEx("BoneStormer4",0,0,4,0,0,0,0,SXF_SETMASTER)
    RNGG CCCCCC 0 Bright A_SpawnItemEx("BoneStormer5",0,0,4,0,0,0,0,SXF_SETMASTER)
    RNGG CCCCCC 1 Bright A_SpawnItemEx("BoneStormer6",0,0,4,0,0,0,0,SXF_SETMASTER)
	RNGG AB 1 Bright A_Wander
		RNGG CCCCCC 1 Bright A_SpawnItemEx("BoneStormer7",0,0,4,0,0,0,0,SXF_SETMASTER)
		RNGG CCDD 1 Bright A_CustomMissile("BoneProjZM3",4,random(-20,20), CMF_AIMOFFSET,random(0,360), random(0,360))
	RNGG CCCCCC 1 Bright A_SpawnItemEx("BoneStormer1",0,0,4,0,0,0,0,SXF_SETMASTER)
    RNGG CCCCCC 0 Bright A_SpawnItemEx("BoneStormer3",0,0,4,0,0,0,0,SXF_SETMASTER)
    RNGG CCCCCC 1 Bright A_SpawnItemEx("BoneStormer2",0,0,4,0,0,0,0,SXF_SETMASTER)
	RNGG AB 1 Bright A_Wander
		RNGG CCCCCC 1 Bright A_SpawnItemEx("BoneStormer4",0,0,4,0,0,0,0,SXF_SETMASTER)
    RNGG CCC 0 Bright A_SpawnItemEx("BoneStormer5",0,0,4,0,0,0,0,SXF_SETMASTER)
    RNGG CCCCCC 1 Bright A_SpawnItemEx("BoneStormer6",0,0,4,0,0,0,0,SXF_SETMASTER)
		RNGG CCCCCC 1 Bright A_SpawnItemEx("BoneStormer7",0,0,4,0,0,0,0,SXF_SETMASTER)
		RNGG CCDD 1 Bright A_CustomMissile("BoneProjZM3",4,random(-20,20), CMF_AIMOFFSET,random(0,360), random(0,360))
	RNGG D 0 Bright A_Jump(8,"Death")
    Loop
  Death:
    RNGG ABCD 4 Bright 
	RNGG C 0 Bright
    RNGG C 0 Bright 
	stop
   }
}

Actor BoneStormer1
{
  Game Doom
  Radius 8
  Height 8
  Damage (random(1,3))
  Speed 120
  Projectile
  +BLOODLESSIMPACT
  +Ripper
  +FORCEPAIN
  Scale 0.75
  translation "0:255=[129,129,129]:[255,255,255]"
  var int user_angle;
  Deathsound "Ice/Fly"
  States
  {
  Spawn:
	BBBN A 1 Bright NoDelay A_Warp(AAPTR_MASTER, 32,0,32, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	TNT1 A 0 A_Jump(8,"Death")
    loop
  Death:
    MISL B 0 A_SetScale(0.3,0.3)
    MISL BCD 3
    Stop
  }
}

Actor BoneStormer2 : BoneStormer1
{
Speed 105
  States
  {
  Spawn:
	BBBN B 1 Bright NoDelay A_Warp(AAPTR_MASTER, 28,0,28, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	TNT1 A 0 A_Jump(4,"Death")
    loop
	}
}
Actor BoneStormer3 : BoneStormer1
{
Speed 115
  States
  {
  Spawn:
	BBBN A 1 Bright NoDelay A_Warp(AAPTR_MASTER, 12,0,10, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	TNT1 A 0 A_Jump(4,"Death")
    loop
	}
}

Actor BoneStormer4 : BoneStormer1
{
Speed 130
  States
  {
  Spawn:
	BBBN C 1 Bright NoDelay A_Warp(AAPTR_MASTER, 44,0,64, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	TNT1 A 0 A_Jump(4,"Death")
    loop
	}
}

Actor BoneStormer5 : BoneStormer1
{
Speed 125
  States
  {
  Spawn:
	BBBN D 1 Bright NoDelay A_Warp(AAPTR_MASTER, 56,0,88, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	TNT1 A 0 A_Jump(4,"Death")
    loop
	}
}

Actor BoneStormer6 : BoneStormer1
{
Speed 130
  States
  {
  Spawn:
	BBBN A 1 Bright NoDelay A_Warp(AAPTR_MASTER, 68,0, 102, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	TNT1 A 0 A_Jump(4,"Death")
    loop
	}
}

Actor BoneStormer7 : BoneStormer1
{
Speed 155
  States
  {
  Spawn:
	BBBN B 1 Bright NoDelay A_Warp(AAPTR_MASTER, 80,0, 128, user_angle, WARPF_ABSOLUTEANGLE|WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE)
    TNT1 A 0 A_SetUserVar("user_angle", user_angle + 8)
	TNT1 A 0 A_Jump(4,"Death")
    loop
	}
}

Actor BoneProjZM
{
  Game Doom
  Radius 8
  Height 8
  Damage (random(4,16))
  Speed 32
  Projectile
  +BLOODLESSIMPACT
  +SKYEXPLODE
  +FORCEPAIN
  Scale 0.75
  translation "0:255=[129,129,129]:[255,255,255]"
  SeeSound "skelatt"
  Deathsound "swordhit"
  DropItem "implyingclip", 48
  DropItem "CH_Shell", 32
  DropItem "CH_Cell", 16
  DropItem "CH_RocketAmmo", 8
  States
  {
  Spawn:
	BBBN ABCD 4
    Loop
  Death:
    MISL B 0 A_SetScale(0.3,0.3)
    MISL BCD 3
	MISL D 0 A_Spawnitemex("MrBones",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION,250)
    Stop
  }
}

Actor BoneProjZM2 :  BoneProjZM

{
  Damage (random(8,20))
  Speed 36
}

Actor BoneProjZM3 :  BoneProjZM

{
  Damage (random(12,26))
  Speed 40
}

Actor ShoveZM
{
radius 6
height 8
damage (random(10,45))
Damagetype Melee
speed 25
Scale 2
Decal BulletChip
attacksound "skelsit4" 
Deathsound "moloch/nailhitbleed"
PROJECTILE
+SPAWNSOUNDSOURCE
+EXTREMEDEATH
+BLOODSPLATTER
states
{
Spawn:
BLAD AA 2 bright A_CustomMissile("ShoveZM2",0,0)
BLAD AAA 0 bright A_CustomMissile("ShoveZM3",0,0)
BLAD A 2 bright A_CustomMissile("ShoveZM2",0,0)
BLAD AAA 0 bright A_CustomMissile("ShoveZM2",0,0)
BLAD A 3 bright A_CustomMissile("ShoveZM2",0,0)
BLAD AA 0 bright A_CustomMissile("ShoveZM3",0,3,-180)
BLAD AA 0 bright A_CustomMissile("ShoveZM3",0,-3,-180)
BLAD A 3 bright A_CustomMissile("ShoveZM2",0,0)
BLAD AAA 0 bright A_CustomMissile("ShoveZM2",0,0,random(-190,-175),32,-6)
BLAD AAA 0 bright A_CustomMissile("ShoveZM2",0,0,random(-190,-175),32,6)
BLAD AAA 0 bright A_CustomMissile("ShoveZM3",0,3,random(-190,-175),32,-3)
BLAD AAA 0 bright A_CustomMissile("ShoveZM3",0,-3,random(-190,-175),32,3)
Death:
BLAD A 0 A_PlaySound("moloch/nailhit")
BLAD A 1 bright 
6PUF ABCDEF 1 bright 
FBL1 EFG 1 bright  A_Explode(random(5,20),64)
TNT1 A 0 Bright A_Spawnitemex("MrBones",0,0,6,0,0,0,0,SXF_NOCHECKPOSITION,128)
Stop 
}
}

Actor ShoveZM2
{
radius 6
height 8
damage (random(1,5))
Damagetype Melee
Alpha 0.75
speed 25
Scale 1.8
Decal BulletChip
attacksound "moloch/nailhitbleed"
Deathsound ""
PROJECTILE
+SPAWNSOUNDSOURCE
+EXTREMEDEATH
+BLOODSPLATTER
states
{
Spawn:
BLAD AA 3 bright
BLAD AA 3 bright
Death:
BLAD AA 1 Bright
BLAD AA 1 bright A_Fadeout(0.15)
BLAD AA 1 bright  A_Fadeout(0.15)
FBL1 G 1 bright  A_Fadeout(0.15)
Stop 
}
}

Actor ShoveZM3 : ShoveZM2
{
Speed 27
damage (random(3,12))
Damagetype Melee
Scale 1.55
states
{
Spawn:
BLAD A 2 bright
BLAD A 2 bright
Death:
BLAD A 1 bright A_Fadeout(0.15)
BLAD A 1 bright  A_Fadeout(0.15)
FBL1 G 1 bright  A_Fadeout(0.15)
Stop 
}
}