Actor ZombieGuySpawner : RandomSpawner replaces Zombieman
{
dropitem ZombieGuy1
dropitem ZombieGuy2
dropitem ZombieGuy3
dropitem ZombieGuy4
}

Actor ZombieGuy1 : Zombieman
{
	DropItem ZombieAmmoSpawner
	States
	{
	Missile:
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ZombieFullAuto")==1, "FireRifle")
			TNT1 A 0
			POSS E 10 A_FaceTarget
			POSS F 8 A_PosAttack
			POSS E 8
			Goto See
		FireRifle:
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ZombieFullAuto")==0, "Missile")
			TNT1 A 0
			POSS E 10 A_FaceTarget
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
            POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
            POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
            POSS E 3 A_CPosRefire
			Goto See
	}
}

Actor ZombieGuy2 : Zombieman
{
	DropItem ZombieAmmoSpawner
	States
	{
	Missile:
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ZombieFullAuto")==1, "FireRifle")
			POSS E 10 A_FaceTarget
			POSS F 8 A_PosAttack
			POSS E 8
			Goto See
		FireRifle:
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ZombieFullAuto")==0, "Missile")
			POSS E 10 A_FaceTarget
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
            POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, "BulletPuff")
            POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
            POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
            POSS E 3 A_CPosRefire
		Goto See
	}
}

Actor ZombieGuy3 : Zombieman
{
	DropItem ZombieAmmoSpawner
	States
	{
	Missile:
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ZombieFullAuto")==1, "FireRifle")
			POSS E 10 A_FaceTarget
			POSS F 8 A_PosAttack
			POSS E 8
			Goto See
		FireRifle:
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ZombieFullAuto")==0, "Missile")
			POSS E 10 A_FaceTarget
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
            POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, "BulletPuff")
            POSS E 3 
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
            POSS E 3 
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, "BulletPuff")
            POSS E 3 
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
            POSS E 3 
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, "BulletPuff")
            POSS E 3 A_CPosRefire
		Goto See
	}
}

Actor ZombieGuy4 : Zombieman
{
	DropItem ZombieAmmoSpawner
	States
	{
	Missile:
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ZombieFullAuto")==1, "FireRifle")
			POSS E 10 A_FaceTarget
			POSS F 8 A_PosAttack
			POSS E 8
			Goto See
		FireRifle:
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("ZombieFullAuto")==0, "Missile")
			POSS E 10 A_FaceTarget
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
			POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, "BulletPuff")
			POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
			POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, "BulletPuff")
			POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
			POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, "BulletPuff")
			POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
			POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, "BulletPuff")
			POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
			POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, "BulletPuff")
			POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
			POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, "BulletPuff")
			POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
			POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, "BulletPuff")
			POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 1, "BulletPuff")
			POSS E 3
			POSS F 2 bright A_CustomBulletAttack (8, 8, 1, 0, "BulletPuff")
            POSS E 3 A_CPosRefire
			Loop
	}
}
