
actor ShotgunGuyClass : PlayerPawn

{
  Health 30
  Radius 20
  Height 56
  Mass 100
  Speed 0.35
  PainChance 127
  Player.MaxHealth 30  
  Player.ViewHeight 41
  Player.JumpZ 8
  
  Player.MorphWeapon "ZombieShotGun"
  Player.WeaponSlot 1, ZombieShotGun
  Player.DisplayName "Sergeant"
  Player.SoundClass "Brainless"
  
  DamageFactor "MarineDamage", 0.6
  DamageFactor "BFGSplash", 0.6
  DamageFactor "MarineRLDamage", 0.6
  DamageFactor "CybRLDamage", 0.2
  DamageFactor "ImpBallDamage", 0
  DamageFactor "CacoDamage", 0
  DamageFactor "SkelDamage", 0
  DamageFactor "FatsoDamage", 0
  DamageFactor "KnightDamage", 0
  DamageFactor "ArachDamage", 0
  DamageFactor "viledamage", 0
  DamageFactor "Control", 0
  DamageFactor "ZombiesDamage", 0
  DamageFactor "Slime", 0
  
  +NOPAIN
  +NOSKIN
  -PICKUP
  -FRIENDLY
  +NOTARGET
  states
  {
  Spawn:
	SPOS AB 10 
    loop
  See:
    SPOS A 0 A_Jump (240,2)
    SPOS A 0 A_PlaySoundEx ("shotguy/active","body")
    SPOS ABCD 4 
    Loop	
  Missile:
    SPOS E 1
    SPOS F 10 bright
    SPOS E 10
    goto Spawn
  Death:
    SPOS H 5 A_SpawnItemEx ("ShotGun",0,0,random(29,38),0,0,0,0,32,0)
    SPOS I 5 A_PlaySoundEx ("shotguy/death","Body")
    SPOS J 0
    SPOS J 5 A_NoBlocking
    SPOS K 5 A_GiveToTarget ("MarineExp",3)
    TNT1 A 0 A_SpawnItemEx ("MDeathGhost",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
  DeathWait:
    SPOS L 1 A_CheckSight("Removecorpse")
    loop	
  XDeath:
    SPOS M 0 A_SpawnItemEx ("ShotGun",0,0,random(29,38),0,0,0,0,32,0)
    SPOS M 5 A_GiveToTarget ("MarineExp",3)
    SPOS N 0
    SPOS N 5 A_XScream
    SPOS O 5 A_NoBlocking
    TNT1 A 0 A_SpawnItemEx ("MDeathGhost",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    SPOS PQRST 5
  XDeathWait:	
    SPOS U 2 A_CheckSight("Removecorpse")
    loop
  Removecorpse:
    TNT1 A 0 Thing_Remove (0)
    stop	
  }
}



actor ZombieShotGun : Weapon
{
  obituary "%o chewed on %k's boomstick."
  attacksound "weapons/shotgf"
  weapon.kickback 60
  Weapon.AmmoUse 0
  +WEAPON.NOALERT
  +WEAPON.AMMO_OPTIONAL
  +WEAPON.CHEATNOTWEAPON
  +INVENTORY.UNDROPPABLE

  states
  {
  Ready:
    STG2 A 6 A_WeaponReady
    TNT1 A 0 A_JumpIfInventory ("Mskull",0,3)
    STG2 A 6 A_WeaponReady
    TNT1 A 0 A_JumpIfInventory ("Mskull",3,1)
    Loop
    TNT1 A 0 HealThing(1)
    goto ready 
  Deselect: 
    STG2 A 1 A_Lower
    loop
  Select:
    STG2 A 1 A_Raise
    goto Ready
  Fire:
    STG2 A 0 A_FireBullets (4.5,1.3,7,5,"FBulletPuff")
    STG2 A 9 A_GunFlash
    STG2 BC 6
    STG2 D 3
    STG2 CB 6
    STG2 A 3 A_ReFire
    goto Ready
  AltFire:
    STG2 A 5 ACS_ExecuteAlways (419,0,3)
	goto ready
  Flash:
    SHTF A 3 bright A_Light1
    SHTF B 3 bright A_Light2
    SHTF B 0 bright A_Light0
    stop
  Spawn:
    TNT1 A 1 Thing_Remove (0)
    Stop
  }
}

actor SSgZombieClass : PlayerPawn

{
  Health 100
  Radius 20
  Height 56
  Mass 100
  Speed 0.35
  Scale 1
  PainChance 127
  Player.MaxHealth 100  
  Player.ViewHeight 41
  Player.JumpZ 7
  Translation "112:127=16:47"
  
  Player.MorphWeapon "ZombieSuperShotgun"
  Player.WeaponSlot 1, ZombieSuperShotgun
  Player.DisplayName "SSgZombie"
  Player.SoundClass "SSSgZombie"
  
  
  DamageFactor "MarineDamage", 0.9
  DamageFactor "BFGSplash", 0.9
  DamageFactor "MarineRLDamage", 0.9
  DamageFactor "CybRLDamage", 0.25
  DamageFactor "ImpBallDamage", 0
  DamageFactor "CacoDamage", 0
  DamageFactor "SkelDamage", 0
  DamageFactor "FatsoDamage", 0
  DamageFactor "KnightDamage", 0
  DamageFactor "ArachDamage", 0
  DamageFactor "viledamage", 0
  DamageFactor "Control", 0
  DamageFactor "ZombiesDamage", 0
  DamageFactor "Slime", 0
  
  +NOPAIN
  +NOSKIN
  -PICKUP
  -FRIENDLY
  +NOTARGET
  states
  {
  Spawn:
	GPOS AB 10 
    loop
  See:
    GPOS A 0 A_Jump (240,2)
  	GPOS A 0 A_PlaySoundEx ("SSGUNER/idle","body")
    GPOS ABCD 4 
    Loop	
  Missile:
    GPOS E 1
    GPOS F 10 bright
    GPOS E 10
    goto Spawn
  Death:
    GPOS H 0 A_SpawnItemEx ("MSuperShotgun",0,0,random(29,38),0,0,0,0,32,0)
    GPOS H 8 A_SpawnItemEx ("Mshell",0,0,random(29,38),0,0,0,0,32,0)
    GPOS I 8 A_PlaySoundEx ("SSGUNER/death","Body")
    GPOS J 8 A_NoBlocking
    GPOS K 8 A_GiveToTarget ("MarineExp",5)
    GPOS LM 8
    TNT1 A 0 A_SpawnItemEx ("MDeathGhost",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
  DeathWait:
    GPOS N 1 A_CheckSight("Removecorpse")
    loop	
  XDeath:
    GPOS O 0 A_SpawnItemEx ("MSuperShotgun",0,0,random(29,38),0,0,0,0,32,0)
    GPOS O 0 A_SpawnItemEx ("Mshell",0,0,random(29,38),0,0,0,0,32,0)
    GPOS O 5 A_GiveToTarget ("MarineExp",5)
    GPOS P 5 A_XScream
    GPOS Q 5 A_NoBlocking
    TNT1 A 0 A_SpawnItemEx ("MDeathGhost",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    GPOS RS 5
  XDeathWait:	
    GPOS T 2 A_CheckSight("Removecorpse")
    loop
  Removecorpse:
    TNT1 A 0 Thing_Remove (0)
    stop	
  }
}

actor ZombieSuperShotgun : SuperShotgun 
{
  obituary "%o was blown open by a %k'."
  attacksound "SSGUNER/SSG"
  weapon.kickback 60
  Weapon.AmmoUse 0
  +WEAPON.NOALERT
  +WEAPON.AMMO_OPTIONAL
  +WEAPON.CHEATNOTWEAPON
  +INVENTORY.UNDROPPABLE

  States
  {
  Ready:
    SHT2 A 5 A_WeaponReady
    TNT1 A 0 A_JumpIfInventory ("Mskull",0,3)
    SHT2 A 5 A_WeaponReady
    TNT1 A 0 A_JumpIfInventory ("Mskull",3,1)
    Loop
    TNT1 A 0 HealThing(1)
    goto ready 
  Fire:
    SHT2 A 3
    SHT2 A 0 A_FireBullets (11.2, 7.1, 16, 5, "FBulletPuff")
    SHT2 A 7 A_GunFlash
    SHT2 B 0 A_CheckReload
    SHT2 BCDEF 3
    SHT2 F 0 A_OpenShotgun2
    SHT2 HUVKLM 3
    SHT2 M 0 A_LoadShotgun2
    SHT2 NOPQR 3
    SHT2 R 0 A_CloseShotgun2 
    SHT2 RS 3
    SHT2 A 3
    SHT2 A 5 A_ReFire
    Goto Ready
  AltFire:
    SHT2 A 5 ACS_ExecuteAlways (419,0,21)
    goto ready	
  Spawn:
    SGN2 A 1 Thing_Remove(0)
    Stop
  }
}

actor AShotgunGuyClass : PlayerPawn

{
  Health 70
  Radius 20
  Height 56
  Mass 100
  Speed 0.35
  PainChance 127
  Player.MaxHealth 70  
  Player.ViewHeight 41
  Player.JumpZ 8
  
  Player.MorphWeapon "ZombieAShotGun"
  Player.WeaponSlot 1, ZombieAShotGun
  Player.DisplayName "Assault Shotgunner"
  Player.SoundClass "Brainless"
  
  DamageFactor "MarineDamage", 0.8
  DamageFactor "BFGSplash", 0.8
  DamageFactor "MarineRLDamage", 0.8
  DamageFactor "CybRLDamage", 0.25
  DamageFactor "ImpBallDamage", 0
  DamageFactor "CacoDamage", 0
  DamageFactor "SkelDamage", 0
  DamageFactor "FatsoDamage", 0
  DamageFactor "KnightDamage", 0
  DamageFactor "ArachDamage", 0
  DamageFactor "viledamage", 0
  DamageFactor "Control", 0
  DamageFactor "ZombiesDamage", 0
  DamageFactor "Slime", 0
  
  +NOPAIN
  +NOSKIN
  -PICKUP
  -FRIENDLY
  +NOTARGET
  states
  {
  Spawn:
    ASGZ AB 10 
    loop
  See:
    ASGZ A 0 A_Jump (240,2)
    ASGZ A 0 A_PlaySoundEx ("shotguy/active","body")
    ASGZ ABCD 4 
    Loop	
  Missile:
    ASGZ E 3
    ASGZ F 5 bright
    ASGZ E 18
    goto Spawn
  Death:
    ASGZ H 0 A_SpawnItemEx ("MShotGun",0,0,random(29,38),0,0,0,0,32,0)
    ASGZ O 0 A_SpawnItemEx ("Mshell",0,0,random(29,38),0,0,0,0,32,0)
    ASGZ H 5 A_GiveToTarget ("MarineExp",4)
    ASGZ I 5 A_PlaySoundEx ("shotguy/death","Body")
    ASGZ J 5 A_NoBlocking
    ASGZ KLM 5
    TNT1 A 0 A_SpawnItemEx ("MDeathGhost",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
  DeathWait:
    ASGZ N 1 A_CheckSight("Removecorpse")
    loop	
  XDeath:
    ASGZ O 0 A_SpawnItemEx ("MShotGun",0,0,random(29,38),0,0,0,0,32,0)
    ASGZ O 0 A_SpawnItemEx ("Mshell",0,0,random(29,38),0,0,0,0,32,0)
    ASGZ O 5 A_GiveToTarget ("MarineExp",4)
    ASGZ P 5 A_XScream
    ASGZ Q 5 A_NoBlocking
    TNT1 R 0 A_SpawnItemEx ("MDeathGhost",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
    ASGZ STUV 5
  XDeathWait:	
    ASGZ W 2 A_CheckSight("Removecorpse")
    loop
  Removecorpse:
    TNT1 A 0 Thing_Remove (0)
    stop	
  }
}

actor ZombieAShotGun : Weapon
{
  obituary "%o was peppered y %k's jackhammer."
  AttackSound "weapons/Ashotgun/fire"
  weapon.kickback 60
  Weapon.AmmoUse 0
  +WEAPON.NOALERT
  +WEAPON.AMMO_OPTIONAL
  +WEAPON.CHEATNOTWEAPON
  +INVENTORY.UNDROPPABLE

  states
  {
  Ready:
    D3SG A 6 A_WeaponReady
    TNT1 A 0 A_JumpIfInventory ("Mskull",0,3)
    D3SG A 6 A_WeaponReady
    TNT1 A 0 A_JumpIfInventory ("Mskull",3,1)
    Loop
    TNT1 A 0 HealThing(1)
    goto ready 
  Deselect: 
    D3SG A 1 A_Lower
    loop
  Select:
    D3SG A 1 A_Raise
    goto Ready
  Fire:
    D3SG A 3
    D3SG A 0 A_FireBullets(4.6, 2.9, 7, 6, "FBulletPuff", 1)
    D3SG A 9 A_GunFlash
    D3SG B 4 A_PlaySound("weapons/Ashotgun/cock/back")
    D3SG C 6
    D3SG B 4 A_PlaySound("weapons/Ashotgun/cock/forward")
    D3SG A 3
    goto Ready
  AltFire:
    D3SG A 5 ACS_ExecuteAlways (419,0,41)
    goto ready
  Flash:
    D3SF A 3 BRIGHT A_Light1
    D3SF B 2 BRIGHT A_Light2
    D3SF B 0 A_Light0
    Stop
  Spawn:
    TNT1 A 1 Thing_Remove (0)
    Stop
  }
}