ACTOR SSGZombie : DnD_BaseRangedMonster {
	Health 0x7FFFFFFF
	GibHealth -25
	Radius 20
	Height 56
	Scale 0.9
	Speed 9
	PainChance 170
	SEESOUND "Fatguy/See"
	ATTACKSOUND "SSGUNER/SSG"
	PAINSOUND "Fatguy/pain"
	DEATHSOUND "Fatguy/Die"
	ACTIVESOUND "Fatguy/Act"
	OBITUARY "%o was blown open by a Super Shotgunner!"
	DropItem "SuperShotgunPickup_Drop"
	Tag "SSG Zombie"
	Decal Bulletchip
	+ISMONSTER
	states {
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_ZOMBIESSG)
			TNT1 A 0 ACS_NamedExecuteWithResult("DnD Init Monster Data", DND_MWEIGHT_VERYRARE)
		Goto SpawnSetup

		IdleState:
			GPOS A 10 A_GiveInventory("DnD_SightChecker", 1)
		Loop
		SeeState:
			GPOS AABBCCDD 4 Fast A_Chase
		Goto see
		MissileState:
			GPOS E 10 Fast BRIGHT A_FaceTarget
			TNT1 A 0 A_PlaySound("SSGUNER/SSG", CHAN_WEAPON)
			TNT1 AAAAAAAAAA 0 A_CustomMissile("RapidFireBullet", 32, 0, frandom(-11.2, 11.2), 0, frandom(-7.1, 7.1))
			GPOS F 8 Fast BRIGHT A_CustomMissile("RapidFireBullet", 32, 0, frandom(-11.2, 11.2), 0, frandom(-7.1, 7.1))
			GPOS E 10 Fast
			TNT1 AA 0 A_SpawnItemEx ("shotguncasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			GPOS E 35 Fast
		Goto See
		PainState:
			GPOS G 3 Fast
			GPOS G 3 Fast A_Pain
		Goto See
		DeathState:
			GPOS H 7
			GPOS I 7 A_Scream
			GPOS J 7 A_NoBlocking
			GPOS K 7
			GPOS L 7
			GPOS M 7
			GPOS N -1
		Stop
		XDeathState:
			TNT1 A 0 A_SpawnDebris("NashGore_Gib9",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib10",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib11",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib11",0)
			TNT1 A 0 A_SpawnItemEx("GenericGibber_Low_Delayed", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)
			GPOS O 5
			GPOS P 5 A_XScream
			GPOS Q 5 A_NoBlocking
			GPOS RS 5
			GPOS T -1
			Stop
		RaiseState:
			GPOS NMLKJIH 5
		Goto See
	}
}

Actor ZSpecOpsShotgun : DnD_BaseRangedMonster {
	Health 0x7FFFFFFF
	GibHealth -25
	Height 56
	Radius 20
	Speed 8
	PainChance 192
	+NoTarget
	+NoInfighting
	SeeSound "ZSpecOps/Sight"
	ActiveSound "ZSpecOps/Sight"
	PainSound "ZSpecOps/Pain"
	DeathSound "ZSpecOps/Death"
	Obituary "%o was gunned down by a ZSpecOps"
	Decal BulletChip
	DropItem "ShotgunPickup_Drop"
	Tag "ZSpec Shotgunner"
	+ISMONSTER
	States {
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_ZSPECSG)
			TNT1 A 0 ACS_NamedExecuteWithResult("DnD Init Monster Data", DND_MWEIGHT_UNCOMMON)
		Goto SpawnSetup
	
		IdleState:
			ZSP1 AAAAAAAAAABBBBBBBBBB 1 A_GiveInventory("DnD_SightChecker", 1)
		Loop
		SeeState:
			ZSP1 ABCD 4 Fast A_Chase
		Goto See
		MissileState:
			ZSP1 E 8 Fast A_FaceTarget
			TNT1 A 0 A_PlaySound("shotguy/attack", CHAN_WEAPON)
			TNT1 AAAA 0 A_CustomMissile("RapidFireBullet", 32, 0, frandom(-8.0, 8.0), 0, frandom(-6.0, 6.0))
			ZSP1 F 3 Fast Bright A_CustomMissile("RapidFireBullet", 32, 0, frandom(-8.0, 8.0), 0, frandom(-6.0, 6.0))
			TNT1 A 0 A_SpawnItemEx ("shotguncasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			ZSP1 EEE 3 Fast A_FaceTarget
		Goto See
		PainState:
			ZSP1 G 4 Fast
			ZSP1 G 4 Fast A_Pain
		Goto See
		DeathState:
			ZSP1 H 5
			ZSP1 I 5 A_Scream
			ZSP1 J 5
			ZSP1 K 5 A_NoBlocking
			ZSP1 L -1
		Stop
		XDeathState:
			TNT1 A 0 A_SpawnDebris("NashGore_Gib9",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib10",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib11",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib11",0)
			TNT1 A 0 A_SpawnItemEx("GenericGibber_Low", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)
			ZSP1 G 2 A_XScream
			ZSP1 G 1 A_NoBlocking
			TNT1 A 5 A_SpawnItemEx("GenericGibber_Low", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)
		Stop
		RaiseState:
			ZSP1 LKJIH 5
		Goto See
	}
}

ACTOR LOSShotgunGuy : DnD_BaseRangedMonster {
	Health 0x7FFFFFFF
	GibHealth -25
	Tag "Armored Shotgunner"
	+NODROPOFF
	Radius 20
	Height 56
	DropItem "ShotgunPickup_Drop"
	Painchance 170
	SeeSound "shotguy/sight"
	AttackSound "shotguy/attack"
	PainSound "shotguy/pain"
	DeathSound "shotguy/death"
	ActiveSound "shotguy/active"
	Obituary "$OB_SHOTGUY"
	+ISMONSTER
	Mass 100
	Speed 8
	States {
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_SGLOS)
			TNT1 A 0 ACS_NamedExecuteWithResult("DnD Init Monster Data", DND_MWEIGHT_UNCOMMON)
		Goto SpawnSetup

		IdleState:
			ZSSG E 10 A_GiveInventory("DnD_SightChecker", 1)
		Loop
		SeeState:
			ZSSG AABBCCDD 3 Fast A_Chase
		Goto See
		MissileState:
			ZSSG E 10 Fast A_FaceTarget
			TNT1 A 0 A_PlaySound("shotguy/attack", CHAN_WEAPON)
			TNT1 AA 0 A_CustomMissile("ZombieBullet", 32, 0, frandom(-22.5, 22.5))
			ZSSG F 10 Fast bright A_CustomMissile("ZombieBullet", 32, 0, frandom(-22.5, 22.5))
			ZSSG X 6 Fast A_CustomMissile("shotguncasing",32,-10,270+random(-15,15),2,45+random(-15,15))
			ZSSG ZX 6 Fast
			TNT1 A 0 A_Jump(50,"InfiniteShot")
		Goto See
		InfiniteShot:
			ZSSG E 10 Fast A_FaceTarget
			TNT1 A 0 A_PlaySound("shotguy/attack", CHAN_WEAPON)
			TNT1 AA 0 A_CustomMissile("ZombieBullet", 32, 0, frandom(-22.5, 22.5))
			ZSSG F 10 Fast bright A_CustomMissile("ZombieBullet", 32, 0, frandom(-22.5, 22.5))
			ZSSG X 6 Fast A_CustomMissile("shotguncasing",32,-10,270+random(-15,15),2,45+random(-15,15))
			ZSSG ZX 6 Fast
			TNT1 A 0 A_FaceTarget
			TNT1 A 0 A_CPosRefire
		Loop
		PainState:
			ZSSG G 3 Fast
			ZSSG G 3 Fast A_Pain
			TNT1 A 0 A_Jump(100,"Avoid")
		Goto See
		Avoid:
			TNT1 A 0 A_ChangeFlag("NOPAIN",1) 
			TNT1 A 0 A_FaceTarget
			ZSSG A 3 Fast A_FastChase
			TNT1 A 0 A_FaceTarget
			ZSSG B 3 Fast A_FastChase
			TNT1 A 0 A_FaceTarget
			ZSSG C 3 Fast A_FastChase
			TNT1 A 0 A_FaceTarget
			ZSSG D 3 Fast A_FastChase
			TNT1 A 0 A_ChangeFlag("NOPAIN",0) 
		Goto Missile
		DeathState:
			ZSSG H 5
			ZSSG I 5 A_Scream
			ZSSG J 5 A_NoBlocking
			ZSSG J 5
			ZSSG L -1
		Stop
		XDeathState:
			TNT1 A 0 A_SpawnDebris("NashGore_Gib9",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib10",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib11",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib11",0)
			TNT1 A 0 A_SpawnItemEx("GenericGibber_Low", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)
			ZSGG G 2 A_XSCream
			ZSGG G 1 A_NoBlocking
			TNT1 A 5 A_SpawnItemEx("GenericGibber_Low", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)
		Stop
		RaiseState:
			ZSSG KJIH 5
		Goto See
	}
}

ACTOR LOSSuperShotgunGuy : DnD_BaseRangedMonster {
	Spawnid 253
	Health 0x7FFFFFFF
	GibHealth -25
	Radius 20
	Height 56
	Mass 100
	Speed 8
	Painchance 200
	Seesound "shotguy/sight"
	Attacksound "weapons/sshotf"
	Painsound "shotguy/pain"
	Deathsound "shotguy/death"
	Activesound "shotguy/active"
	Obituary "%o was shot by a Super Shotgun Sergeant."  
	DropItem "SuperShotgunPickup_Drop"
	Tag "Armored SSG Zombie"
	+ISMONSTER
	States {
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_SSGLOS)
			TNT1 A 0 ACS_NamedExecuteWithResult("DnD Init Monster Data", DND_MWEIGHT_RARE1)
		Goto SpawnSetup

		IdleState:
			ZSS2 A 10 A_GiveInventory("DnD_SightChecker", 1)
		Loop
		SeeState:
			ZSS2 AABBCCDD 3 Fast A_Chase
		Goto See
		MissileState:
			ZSS2 E 10 Fast A_FaceTarget
			TNT1 A 0 A_PlaySound("weapons/sshotf", CHAN_WEAPON)
			TNT1 AAAAAAA 0 A_CustomMissile("UndeadInitiateBullet", 32, 0, frandom(-16.2, 16.2), 0, frandom(-7.1, 7.1))
			ZSS2 F 5 Fast BRIGHT A_CustomMissile("UndeadInitiateBullet", 32, 0, frandom(-16.2, 16.2), 0, frandom(-7.1, 7.1))
			ZSS2 E 15 Fast
			TNT1 A 0 A_ChangeFlag("NOPAIN",1)
			ZSS2 M 12 Fast A_PlayWeaponSound ("weapons/sshoto")
			ZSS2 NN 1 Fast A_CustomMissile("shotguncasing",20,-10,20+random(-25,25),2,10+random(-25,25))
			ZSS2 N 10 Fast A_PlayWeaponSound ("weapons/sshotl")
			ZSS2 E 12 Fast A_PlayWeaponSound ("weapons/sshotc")
			TNT1 A 0 A_ChangeFlag("NOPAIN",0)
		Goto See
		PainState:
			ZSS2 G 3 Fast
			ZSS2 G 3 Fast A_Pain
			TNT1 A 0 A_Jump(125,"Avoid")
		Goto See
		Avoid:
			TNT1 A 0 A_ChangeFlag("NOPAIN",1)
			TNT1 A 0 A_FaceTarget
			ZSS2 A 3 A_FastChase
			TNT1 A 0 A_FaceTarget
			ZSS2 B 3 A_FastChase
			TNT1 A 0 A_FaceTarget
			ZSS2 C 3 A_FastChase
			TNT1 A 0 A_FaceTarget
			ZSS2 D 3 A_FastChase
			TNT1 A 0 A_ChangeFlag("NOPAIN",0) 
		Goto Missile
		DeathState:
			ZSS2 H 5
			ZSS2 I 5 A_Scream
			ZSS2 J 5 A_NoBlocking
			ZSS2 K 5
			ZSS2 L -1
		Stop
		XDeathState:
			TNT1 A 0 A_SpawnDebris("NashGore_Gib9",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib10",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib11",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib11",0)
			TNT1 A 0 A_SpawnItemEx("GenericGibber_Low", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)
			ZSS2 G 2 A_XSCream
			ZSS2 G 1 A_NoBlocking
			TNT1 A 5 A_SpawnItemEx("GenericGibber_Low", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)
		Stop 
		RaiseState:
			ZSS2 LKJIH 5
		Goto See
	}
}

actor SawedOffShotgunGuy : DnD_BaseRangedMonster {
	obituary "%o was bucked by a zombie."
	Health 0x7FFFFFFF
	GibHealth -25
	radius 20
	height 56
	mass 100
	speed 8
	painchance 255
	seesound "shotguy/sight"
	attacksound "sawedoff/fire"
	painsound "shotguy/pain"
	deathsound "shotguy/death"
	activesound "shotguy/active"
	decal "bulletchip"
	DropItem "SawedoffPickup"
	Tag "Sawedoff Zombie"
	+ISMONSTER
	states {
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_SAWEDOFF1)
			TNT1 A 0 ACS_NamedExecuteWithResult("DnD Init Monster Data", DND_MWEIGHT_RARE2)
		Goto SpawnSetup
	
		IdleState:
			ZSDO AB 10 A_GiveInventory("DnD_SightChecker", 1)
		loop
		SeeState:
			ZSDO AABBCCDD 3 Fast A_Chase
		Goto See
		MissileState:
			ZSDO E 10 Fast A_FaceTarget
			TNT1 A 0 A_PlaySound("sawedoff/fire", CHAN_WEAPON)
			TNT1 AAAAA 0 A_CustomMissile("RapidFireBullet", 32, 0, frandom(-5.6, 5.6), 0, frandom(-2.8, 2.8))
			ZSDO F 8 Fast A_CustomMissile("RapidFireBullet", 32, 0, frandom(-5.6, 5.6), 0, frandom(-2.8, 2.8))
			TNT1 AA 0 A_SpawnItemEx ("shotguncasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			ZSDO E 8 Fast
		goto See
		PainState:
			ZSDO G 3 Fast
			ZSDO G 3 Fast A_Pain
		goto See
		DeathState:
			ZSDO H 5 A_Scream
			ZSDO I 5
			ZSDO J 5 
			ZSDO K 5 A_NoBlocking
			ZSDO L 5
			ZSDO M 5
			ZSDO N -1
		stop
		XDeathState:
			TNT1 A 0 A_SpawnDebris("NashGore_Gib9",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib10",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib11",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib11",0)
			TNT1 A 0 A_SpawnItemEx("GenericGibber_Low_Delayed", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)
			ZSDO O 5
			ZSDO P 5 A_XScream
			ZSDO Q 5 A_NoBlocking
			ZSDO RSTUV 5
			ZSDO W -1
		RaiseState:
			ZSDO KJIH 5
		goto See
	}
}

actor SawedOffShotgunGuy2 : DnD_BaseRangedMonster {
	Health 0x7FFFFFFF
	GibHealth -25
	painchance 224
	decal "bulletchip"
	DropItem "SawedoffPickup"
	obituary "%o was bucked by a zombie."
	Health 0x7FFFFFFF
	radius 20
	height 56
	mass 100
	speed 8
	seesound "shotguy/sight"
	attacksound "sawedoff/fire"
	painsound "shotguy/pain"
	deathsound "shotguy/death"
	activesound "shotguy/active"
	Tag "Sawedoff Zombie"
	+ISMONSTER
	states {
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_SAWEDOFF2)
			TNT1 A 0 ACS_NamedExecuteWithResult("DnD Init Monster Data", DND_MWEIGHT_RARE2)
		Goto SpawnSetup
		
		IdleState:
			AZSG AB 10 A_GiveInventory("DnD_SightChecker", 1)
		loop
		SeeState:
			AZSG AABBCCDD 3 Fast A_Chase
		Goto See
		MissileState:
			AZSG E 10 Fast A_FaceTarget
			TNT1 A 0 A_PlaySound("sawedoff/fire", CHAN_WEAPON)
			TNT1 AAAAA 0 A_CustomMissile("RapidFireBullet", 32, 0, frandom(-5.6, 5.6), 0, frandom(-2.8, 2.8))
			AZSG F 8 Fast A_CustomMissile("RapidFireBullet", 32, 0, frandom(-5.6, 5.6), 0, frandom(-2.8, 2.8))
			TNT1 AA 0 A_SpawnItemEx ("shotguncasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			AZSG E 8 Fast
		goto See
		PainState:
			AZSG G 3 Fast
			AZSG G 3 Fast A_Pain
		goto See
		DeathState:
			AZSG H 5 A_Scream
			AZSG I 5
			AZSG J 5 
			AZSG K 5 A_NoBlocking
			AZSG L -1
		stop
		XDeathState:
			TNT1 A 0 A_SpawnDebris("NashGore_Gib9",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib10",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib11",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib11",0)
			TNT1 A 0 A_SpawnItemEx("GenericGibber_Low_Delayed", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)
			AZSG M 5
			AZSG N 5 A_XScream
			AZSG O 5 A_NoBlocking
			AZSG PQRST 5
			AZSG U -1
		RaiseState:
			AZSG KJIH 5
		goto See
	}
}

Actor QuakeZombieShotgun : DnD_BaseRangedMonster {
	Translation "128:143=25:40", "236:239=41:47"
	Obituary "%o was killed by an enforcer captain."
	Health 0x7FFFFFFF
	GibHealth -25
	DropItem "ShotgunPickup_Drop"
	Tag "Enforcer Captain"
    Radius 20
    Height 56
    Speed 8
    PainChance 200
    SeeSound "SSGUNER/sight"
    AttackSound "QuakeZombie/Attack"
    PainSound "QuakeZombie/pain"
    DeathSound "QuakeZombie/die"
    ActiveSound "SSGUNER/idle"
	+ISMONSTER
    States {
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_ZOMBIEQUAKE2)
			TNT1 A 0 ACS_NamedExecuteWithResult("DnD Init Monster Data", DND_MWEIGHT_RARE1)
		Goto SpawnSetup
	
		IdleState:
			QZOM AB 10 A_GiveInventory("DnD_SightChecker", 1)
		Loop
		SeeState:
			QZOM AABBCCDD 4 A_Chase
		Goto See
		MissileState:
			QZOM E 10 Fast BRIGHT A_FaceTarget
			TNT1 A 0 A_SpawnItemEx ("shotguncasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			TNT1 A 0 A_PlaySound("QuakeZombie/Attack", CHAN_WEAPON)
			TNT1 AAAA 0 A_CustomMissile("UndeadInitiateBullet", 32, 0, frandom(-16.0, 16.0), 0, 0)
			QZOM F 8 Fast BRIGHT A_CustomMissile("UndeadInitiateBullet", 32, 0, frandom(-16.0, 16.0), 0, 0)
			QZOM E 5 Fast
		Goto See
		PainState:
			QZOM G 3 Fast
			QZOM G 3 Fast A_Pain
		Goto See
		DeathState:
			QZOM H 5
			QZOM I 5 A_Scream
			QZOM J 5 A_Fall
			QZOM K 5
			QZOM L -1
		Stop
		XDeathState:
			TNT1 A 0 A_SpawnDebris("NashGore_Gib9",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib10",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib11",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib11",0)
			TNT1 A 0 A_SpawnItemEx("GenericGibber_Low_Delayed", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)
			QZOM M 5 
			QZOM N 5 A_XScream
			QZOM O 5 A_Fall
			TNT1 A 0 A_SpawnItemEx("GenericGibber_Low_Delayed", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)
			QZOM PQR 5
			QZOM S -1
		Stop
		RaiseState:
			QZOM KJIH 5
		Goto See
    }	
}

actor UndeadRogue : DnD_BaseHybridMonster {
	Health 0x7FFFFFFF
	GibHealth -25
	obituary "%o was bagged by an undead rogue."
	DropItem "SawedOffPickup", 128
	Tag "Undead Rogue"
	gibhealth 10
	radius 20
	height 56
	mass 125
	speed 8
	painchance 30
	decal BulletChip
	SeeSound "UndeadInitiate/See"
	ActiveSound "UndeadInitiate/Act"
	painsound "UndeadInitiate/Pain"
	deathsound "UndeadInitiate/Death"
	+ISMONSTER
	+NODROPOFF
	states {
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_ROGUE)
			TNT1 A 0 ACS_NamedExecuteWithResult("DnD Init Monster Data", DND_MWEIGHT_RARE2)
		Goto SpawnSetup

		IdleState:
			1083 A 10 A_GiveInventory("DnD_SightChecker", 1)
		loop
		SeeState:
			1083 A 0 A_Jump (32, "Run")
			1083 AA 3 Fast A_Chase
			1083 BB 3 Fast A_FastChase
			1083 CC 3 Fast A_FastChase
			1083 DD 3 Fast A_Chase
		loop
		Run:
			1083 A 0 A_Jump (24, "See")
			1083 AA 2 Fast A_Chase
			1083 BB 3 Fast A_FastChase
			1083 CC 3 Fast A_FastChase
			1083 DD 2 Fast A_Chase
		loop 
		MeleeState:
		MissileState:
			TNT1 A 0 A_Jump(128, "OneByOne")
			1083 E 8 Fast A_FaceTarget
			TNT1 A 0 A_PlaySound("Sawedoff/Fire2", 6)
			TNT1 AAAAA 0 A_CustomMissile("SMGZombieBullet", 32, 0, frandom(-6.0, 6.0), 0, frandom(-3.0, 3.0))
			1083 F 5 Fast bright A_CustomMissile("SMGZombieBullet", 32, 0, frandom(-6.0, 6.0), 0, frandom(-3.0, 3.0))
			TNT1 AA 0 A_SpawnItemEx ("shotguncasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			1083 E 12 Fast A_FaceTarget
		Goto See
		OneByOne:
			1083 E 8 Fast A_FaceTarget
			TNT1 A 0 A_PlaySound("Sawedoff/Fire1", 6)
			TNT1 AA 0 A_CustomMissile("SMGZombieBullet", 32, 0, frandom(-3.0, 3.0), 0, frandom(-1.5, 1.5))
			1083 Y 5 Fast bright A_CustomMissile("SMGZombieBullet", 32, 0, frandom(-3.0, 3.0), 0, frandom(-1.5, 1.5))
			TNT1 A 0 A_SpawnItemEx ("shotguncasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			1083 E 4 Fast A_FaceTarget
			TNT1 A 0 A_Jump(128, "See")
			1083 E 4 Fast A_FaceTarget
			TNT1 A 0 A_PlaySound("Sawedoff/Fire1", 6)
			TNT1 AA 0 A_CustomMissile("SMGZombieBullet", 32, 0, frandom(-3.0, 3.0), 0, frandom(-1.5, 1.5))
			1083 Z 5 Fast bright A_CustomMissile("SMGZombieBullet", 32, 0, frandom(-3.0, 3.0), 0, frandom(-1.5, 1.5))
			TNT1 A 0 A_SpawnItemEx ("shotguncasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			1083 E 12 Fast A_FaceTarget
		Goto See
		PainState:
			1083 G 3 Fast
			1083 G 3 Fast A_Pain
		goto See
		DeathState:
			1083 H 7
			1083 I 7 A_Scream
			1083 JK 7
			1083 L 7 A_NoBlocking
			1083 M 7
			1083 N -1
		Stop
		XDeathState:
			TNT1 A 0 A_SpawnDebris("NashGore_Gib9",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib10",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib11",0)
			TNT1 A 0 A_SpawnDebris("NashGore_Gib11",0)
			TNT1 A 0 A_SpawnItemEx("GenericGibber_Low_Delayed", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)
			1083 O 5 A_Scream
			1083 P 5
			1083 R 5 A_NoBlocking
			1083 STUVW 5
			1083 X -1
		Stop
		RaiseState:
			1083 NMLKJIH 6
		goto See
  }
}