Actor ZombieManGray : DnD_BaseRangedMonster { 
	Health 0x7FFFFFFF
    GibHealth -10
	DropItem "DroppedClip"
	Radius 20
	Height 56
	Speed 8
	PainChance 200
	SeeSound "grunt/sight"
	AttackSound "grunt/attack"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	Obituary "$OB_ZOMBIE" // "%o was killed by a zombieman."
	Mass 100
	Tag "Zombieman"
	+ISMONSTER
	States {
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_ZOMBIEGRAY)
		Goto SpawnSetup
	
		IdleState:
			ZHR2 V 10 A_GiveInventory("DnD_SightChecker", 1)
		Loop
		SeeState:
			ZHR2 AABBCCDD 4 Fast A_Chase
		Goto See
		MissileState:
			ZHR2 E 10 Fast A_FaceTarget
			TNT1 A 0 A_SpawnItemEx ("pistolcasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			TNT1 A 0 A_PlaySound ("grunt/attack", CHAN_WEAPON)
			ZHR2 F 8 Fast Bright A_CustomMissile("ZombieBullet", 32, 0, frandom(-22.5, 22.5))
			ZHR2 E 8 Fast
		Goto See
		PainState:
			ZHR2 G 3 Fast
			ZHR2 G 3 Fast A_Pain
		Goto See
		DeathState:
			ZHR2 H 5
			ZHR2 I 5 A_Scream
			ZHR2 J 5 A_NoBlocking
			ZHR2 K 5
			ZHR2 L -1
		Stop
		RaiseState:
			ZHR2 K 5
			ZHR2 JIH 5
		Goto See
		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)
			ZHR2 M 5
			ZHRF N 5 A_XScream
			ZHR2 O 5 A_NoBlocking
			ZHR2 PQRST 5
			ZHR2 U -1
		Stop
	}
}

Actor RangerBullet : ZombieBullet {
	Damage (random(1,5) * 2)
}

actor FormerRanger : DnD_BaseRangedMonster {
	obituary "%o was hunted down by a Ranger."
	GibHealth -10
	Health 0x7FFFFFFF
	radius 20
	height 56
	mass 100
	speed 8
	painchance 170
	Decal "BulletChip"
	seesound "grunt/sight"
	attacksound "grunt/attack"
	painsound "grunt/pain"
	deathsound "grunt/death"
	activesound "grunt/active"
	DropItem "DroppedClip"
	DropItem "DroppedClip", 128
	Tag "Zombie Ranger"
	+ISMONSTER
	States {
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_ZOMBIERANGER)
			TNT1 A 0 ACS_NamedExecuteWithResult("DnD Init Monster Data", DND_MWEIGHT_RARE2)
		Goto SpawnSetup
		
		IdleState:
			BPOS AB 10 A_GiveInventory("DnD_SightChecker", 1)
		loop
		SeeState:
			BPOS AABBCCDD 3 Fast A_Chase
		Goto See
		MissileState:
			BPOS E 10 Fast A_FaceTarget
		goto WhichMissileType
		WhichMissileType:
			BPOS E 0 A_JumpIfCloser(768, "BurstFire")
			BPOS E 0 A_Jump(64, "SnipeFire2")
		goto SnipeFire
		SnipeFire:
			TNT1 A 0 A_SpawnItemEx ("pistolcasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			TNT1 A 0 A_PlaySound ("grunt/attack", CHAN_WEAPON)
			BPOS F 4 Fast bright A_CustomMissile("RangerBullet", 32, 0, frandom(-10.0, 10.0), 0, frandom(-1.0, 1.0))
			BPOS E 10 Fast A_CPosRefire
		goto WhichMissileType
		SnipeFire2:
			BPOS EE 10 Fast A_FaceTarget
			TNT1 A 0 A_SpawnItemEx ("pistolcasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			TNT1 A 0 A_PlaySound ("grunt/attack", CHAN_WEAPON)
			BPOS F 4 Fast bright A_CustomMissile("RangerBullet", 32, 0, frandom(-8.0, 8.0), 0, frandom(-1.0, 1.0))
			BPOS E 10 Fast A_CPosRefire
		goto WhichMissileType
		BurstFire:
			TNT1 A 0 A_SpawnItemEx ("pistolcasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			TNT1 A 0 A_PlaySound ("grunt/attack", CHAN_WEAPON)
			BPOS F 4 Fast bright A_CustomMissile("RangerBullet", 32, 0, frandom(-13.0, 13.0), 0, frandom(-2.0, 2.0))
			BPOS E 3 Fast A_FaceTarget
			TNT1 A 0 A_SpawnItemEx ("pistolcasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			TNT1 A 0 A_PlaySound ("grunt/attack", CHAN_WEAPON)
			BPOS F 4 Fast bright A_CustomMissile("RangerBullet", 32, 0, frandom(-13.0, 13.0), 0, frandom(-2.0, 2.0))
			BPOS E 3 Fast A_FaceTarget
			TNT1 A 0 A_SpawnItemEx ("pistolcasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			TNT1 A 0 A_PlaySound ("grunt/attack", CHAN_WEAPON)
			BPOS F 4 Fast bright A_CustomMissile("RangerBullet", 32, 0, frandom(-13.0, 13.0), 0, frandom(-2.0, 2.0))
			BPOS E 10 Fast A_CPosRefire
		goto WhichMissileType
		PainState:
			BPOS G 3 Fast
			BPOS G 3 Fast A_Pain
		goto See
		DeathState:
			BPOS H 5
			BPOS I 5 A_Scream
			BPOS J 5 A_NoBlocking
			BPOS K 5
			BPOS 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)
			BPOS M 5
			BPOS N 5 A_XScream
			BPOS O 5 A_NoBlocking
			BPOS PQRST 5
			BPOS U -1
		stop
		RaiseState:
			BPOS LKJIH 5
		goto See
  }
}

Actor SMGZombieBullet : ZombieBullet {
	Damage (random(1,3) * 2)
}

ACTOR SMGGuy : DnD_BaseRangedMonster {
	obituary "%o was shredded by SMG zombie."
	Health 0x7FFFFFFF
	GibHealth -15
	dropitem "SMGPickup"
	Translation "112:127=[146,67,51]:[7,0,0]"
	Tag "SMG Zombie"
	Radius 20
	Height 56
	Speed 8
	PainChance 200
	SeeSound "grunt/sight"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	AttackSound "weapons/smg"
	+ISMONSTER
	Mass 100
	States {
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_ZOMBIESMG)
			TNT1 A 0 ACS_NamedExecuteWithResult("DnD Init Monster Data", DND_MWEIGHT_UNCOMMON)
		Goto SpawnSetup
	
		IdleState:
			PDWP AB 10 Fast A_GiveInventory("DnD_SightChecker", 1)
		loop
		SeeState:
			PDWP AABBCCDD 4 Fast A_Chase
		Goto See
		MissileState:
			PDWP E 10 Fast A_FaceTarget
			TNT1 A 0 A_SpawnItemEx ("pistolcasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			TNT1 A 0 A_PlaySound("weapons/smg", CHAN_WEAPON)
			PDWP F 3 Fast  bright A_CustomMissile("SMGZombieBullet", 32, 0, frandom(-10.0, 10.0), 0, frandom(-10.0, 10.0))
			TNT1 A 0 ACS_NamedExecuteAlways("DnD On Monster Attack", 0)
			PDWP E 2 Fast A_CPosRefire
		goto MissileState + 1
		PainState:
			PDWP G 3 Fast
			PDWP G 3 Fast A_Pain
		goto See
		DeathState:
			PDWP H 5
			PDWP I 5 A_Scream
			PDWP J 5 A_NoBlocking
			PDWP KLM 5
			PDWP 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)
			PDWP O 5
			PDWP P 5 A_XScream
			PDWP Q 5 A_NoBlocking
			PDWP RSTUV 5
			PDWP W -1
		Stop
		RaiseState:
			PDWP NMLKJIH 5
		goto See
	}
}

Actor RapidFireBullet : ZombieBullet {
	Damage (random(1,3) * 3)
}

ACTOR RapidFireTrooper : DnD_BaseRangedMonster {
	Health 0x7FFFFFFF
	GibHealth -10
	Radius 20
	Height 56
	Speed 8
	PainChance 200
	DropItem "DroppedClip"
	SeeSound "grunt/sight"
	AttackSound "grunt/attack"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	Obituary "%o was surprised by the zombie's weaponry." 
	Tag "Rapid Fire Zombie"
	+ISMONSTER
	Decal BulletChip
	States { 
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_ZOMBIERAPID)
			TNT1 A 0 ACS_NamedExecuteWithResult("DnD Init Monster Data", DND_MWEIGHT_RARE2)
		Goto SpawnSetup

		IdleState:
			RFTR AB 10 A_GiveInventory("DnD_SightChecker", 1) 
		Loop 
		SeeState: 
			RFTR AABBCCDD 4 Fast A_Chase 
		Goto See 
		MissileState: 
			RFTR E 10 Fast A_FaceTarget 
			TNT1 A 0 A_SpawnItemEx ("pistolcasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			TNT1 A 0 A_PlaySound("grunt/attack", CHAN_WEAPON)
			RFTR F 5 Fast Bright A_CustomMissile("RapidFireBullet", 32, 0, frandom(-3.6, 3.6), 0, frandom(-3.6, 3.6))
			TNT1 A 0 ACS_NamedExecuteAlways("DnD On Monster Attack", 0)
			RFTR E 5 Fast A_CPosRefire 
		Goto MissileState + 1 
		PainState: 
			RFTR G 3 Fast 
			RFTR G 3 Fast A_Pain 
		Goto See 
		DeathState: 
			RFTR H 5
			RFTR I 5 A_Scream 
			RFTR J 5 A_Fall 
			RFTR K 5 
			RFTR 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)
			RFTR M 5
			RFTR N 5 A_XScream
			RFTR N 5
			RFTR P 5 A_Fall
			RFTR QRST 5
			RFTR U -1
		Stop
		RaiseState: 
			RFTR KJ 5 
			RFTR IH 5 
		Goto See
	} 
}

ACTOR ZombieMarine : DnD_BaseRangedMonster { 
    Health 0x7FFFFFFF
	GibHealth -15
    Radius 20
    Height 56
    Speed 9
    PainChance 200
    OBITUARY "%o was killed by A Zombie Marine!"
    SEESOUND "grunt/sight"
    ATTACKSOUND "grunt/attack"
    PAINSOUND "grunt/pain"
    DEATHSOUND "grunt/death"
    ACTIVESOUND "grunt/active"
	DropItem "DroppedClip"
	DropItem "DroppedClip"
    Decal Bulletchip
	Tag "Zombie Marine"
	+ISMONSTER
    states {
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_ZOMBIEMARINE)
			TNT1 A 0 ACS_NamedExecuteWithResult("DnD Init Monster Data", DND_MWEIGHT_RARE2)
		Goto SpawnSetup
	
		IdleState:
			UDM2 AB 10 A_GiveInventory("DnD_SightChecker", 1)
		Loop
		SeeState:
			UDM2 AABBCCDD 4 Fast A_Chase
		Goto see
		MissileState:
			UDM2 E 3 Fast A_FaceTarget
			TNT1 A 0 A_SpawnItemEx ("pistolcasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			TNT1 A 0 A_PlaySound("grunt/attack", CHAN_WEAPON)
			UDM2 F 3 Fast BRIGHT A_CustomMissile("SMGZombieBullet", 32, 0, frandom(-3.6, 3.6), 0, frandom(-3.6, 3.6))
			TNT1 A 0 ACS_NamedExecuteAlways("DnD On Monster Attack", 0)
			UDM2 E 3 Fast A_CPosRefire
		Loop
		PainState:
			UDM2 G 5
			UDM2 G 3 A_Pain
		Goto See
		DeathState:
			UDM2 H 5
			UDM2 I 5 A_Scream
			UDM2 J 5 A_Fall
			UDM2 KLM 5
			UDM2 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)
			UDM2 O 5
			UDM2 P 5 A_XScream
			UDM2 Q 5 A_Fall
			UDM2 RSTU 5
			UDM2 V -1
		Stop
		RaiseState:
			UDM2 NMLKJIH 5
		Goto See
    }
}

ACTOR LOSZombieMan : DnD_BaseRangedMonster {
	Health 0x7FFFFFFF
	GibHealth -10
	Tag "Armored Zombieman"
	Radius 20
	Height 56
	DropItem "DroppedClip"
	Speed 8
	PainChance 200
	SeeSound "grunt/sight"
	AttackSound "grunt/attack"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	Obituary "$OB_ZOMBIE" // "%o was killed by a zombieman."
	Mass 100
	+ISMONSTER
	States {
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_ZOMBIELOS)
			TNT1 A 0 ACS_NamedExecuteWithResult("DnD Init Monster Data", DND_MWEIGHT_RARE2)
		Goto SpawnSetup

		IdleState:
			ZSEX AB 10 A_GiveInventory("DnD_SightChecker", 1)
		Loop
		SeeState:
			ZSEX AABBCCDD 4 Fast A_Chase
		Goto See
		MissileState:
			ZSEX E 10 Fast A_FaceTarget
			TNT1 A 0 A_SpawnItemEx ("pistolcasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			TNT1 A 0 A_Playsound("grunt/attack", CHAN_WEAPON)
			ZSEX F 8 Fast BRIGHT A_CustomMissile("ZombieBullet", 32, 0, frandom(-10.0, 10.0), 0, frandom(-1.0, 1.0))
			ZSEX E 8 Fast
		Goto See
		PainState:
			ZSEX G 3
			ZSEX G 3 A_Pain
		Goto See
		DeathState:
			ZSEX H 5
			ZSEX I 5 A_Scream
			ZSEX J 5 A_NoBlocking
			ZSEX J 5
			ZSEX 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)
			ZSEX G 3 A_XScream
			ZSEX G 1 A_NoBlocking
			TNT1 A 3 A_SpawnItemEx("GenericGibber_Low", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)
		Stop
		RaiseState:
			ZSEX KJIH 5
		Goto See
	}
}

ACTOR PistolZombie : DnD_BaseRangedMonster {
    Health 0x7FFFFFFF
	GibHealth -15
    Radius 20
    Height 56
    Speed 8
    PainChance 200
    SeeSound "grunt/sight"
    AttackSound "Weapons/NewPist"
    PainSound "grunt/pain"
    DeathSound "grunt/death"
    ActiveSound "grunt/active"
    Obituary "%o was killed by a zombieman."
	DropItem "DroppedClip"
	Tag "Pistol Zombie"
	+ISMONSTER
    States {
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_ZOMBIEPISTOL)
			TNT1 A 0 ACS_NamedExecuteWithResult("DnD Init Monster Data", DND_MWEIGHT_RARE1)
		Goto SpawnSetup

		IdleState:
			POSP AB 10 A_GiveInventory("DnD_SightChecker", 1)
		Loop
		SeeState:
			POSP AABBCCDD 4 Fast A_Chase
		Goto See
		MissileState:
			POSP E 10 Fast A_FaceTarget
			TNT1 A 0 A_SpawnItemEx ("pistolcasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			TNT1 A 0 A_PlaySound("Weapons/NewPist", CHAN_WEAPON)
			POSP F 8 Fast A_CustomMissile("ZombieBullet", 32, 0, frandom(-22.5, 22.5), 0, 0)
			POSP E 8 Fast
		Goto See
		PainState:
			POSP G 3
			POSP G 3 A_Pain
		Goto See
		DeathState:
			POSP H 5
			ZHRF I 5 A_Scream
			ZHRF J 5 A_Fall
			ZHRF K 5
			ZHRF 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)
			POSP M 5 
			ZHRF N 5 A_XScream
			ZHRF O 5 A_Fall
			TNT1 A 0 A_SpawnItemEx("GenericGibber_Low_Delayed", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)
			ZHRF PQRST 5
			ZHRF U -1
		Stop
		RaiseState:
			ZHRF KJIH 5
		Goto See
    }
}

ACTOR QuakeZombie : DnD_BaseRangedMonster {
    Health 0x7FFFFFFF
	GibHealth -15
    Radius 20
    Height 56
    Speed 8
    PainChance 200
    SeeSound "SSGUNER/sight"
    AttackSound "grunt/attack"
    PainSound "QuakeZombie/pain"
    DeathSound "QuakeZombie/die"
    ActiveSound "SSGUNER/idle"
    Obituary "%o was killed by an enforcer."
	DropItem "DroppedClip"
	DropItem "DroppedClip"
	Tag "Enforcer"
	+ISMONSTER
    States {
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_ZOMBIEQUAKE1)
		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 A_FaceTarget
			TNT1 A 0 A_SpawnItemEx ("pistolcasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			TNT1 A 0 A_PlaySound("grunt/attack", CHAN_WEAPON)
			QZOM F 8 Fast Bright A_CustomMissile("ZombieBullet", 32, 0, frandom(-12.8, 12.8), 0, 0)
			QZOM E 8 Fast A_FaceTarget
			TNT1 A 0 A_SpawnItemEx ("pistolcasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			TNT1 A 0 A_PlaySound("grunt/attack", CHAN_WEAPON)
			TNT1 A 0 ACS_NamedExecuteAlways("DnD On Monster Attack", 0)
			QZOM F 8 Fast Bright A_CustomMissile("ZombieBullet", 32, 0, frandom(-12.8, 12.8), 0, 0)
			QZOM E 8 Fast A_FaceTarget
			TNT1 A 0 A_SpawnItemEx ("pistolcasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			TNT1 A 0 A_PlaySound("grunt/attack", CHAN_WEAPON)
			TNT1 A 0 ACS_NamedExecuteAlways("DnD On Monster Attack", 0)
			QZOM F 8 Fast Bright A_CustomMissile("ZombieBullet", 32, 0, frandom(-12.8, 12.8), 0, 0)
			QZOM E 8 Fast A_FaceTarget
		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 UndeadInitiateBullet : ZombieBullet {
	Damage (random(1,3) * 4)
}

actor UndeadHunter : DnD_BaseHybridMonster {
	obituary "%o was bagged by an undead hunter."
	Health 0x7FFFFFFF
	GibHealth -15
	gibhealth 10
	radius 20
	height 56
	mass 125
	speed 8
	painchance 30
	DropItem "DroppedClip"
	decal BulletChip
	SeeSound "UndeadInitiate/See"
	ActiveSound "UndeadInitiate/Act"
	painsound "UndeadInitiate/Pain"
	deathsound "UndeadInitiate/Death"
	Tag "Undead Hunter"
	+ISMONSTER
	+NODROPOFF
	states {
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_ZOMBIEHUNTER)
			TNT1 A 0 ACS_NamedExecuteWithResult("DnD Init Monster Data", DND_MWEIGHT_UNCOMMON)
		Goto SpawnSetup
	
		IdleState:
			1175 A 10 A_GiveInventory("DnD_SightChecker", 1)
		loop
		SeeState:
			1175 A 0 A_Jump (32, "Run")
			1175 AA 3 Fast A_Chase
			1175 BB 3 Fast A_FastChase
			1175 CC 3 Fast A_FastChase
			1175 DD 3 Fast A_Chase
		Goto See
		Run:
			1175 A 0 A_Jump (24, "See")
			1175 AA 2 A_Chase
			1175 BB 2 A_Chase
			1175 CC 2 A_Chase
			1175 DD 2 A_Chase
		Loop
		MeleeState:
		MissileState:
			1175 E 8 Fast A_FaceTarget
			TNT1 A 0 A_PlaySound("UndeadInitiate/Shoot", CHAN_WEAPON)
			TNT1 A 0 A_SpawnItemEx ("pistolcasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			1175 F 5 Fast bright A_CustomMissile("ZombieBullet", 32, 0, frandom(-6.0, 6.0), 0, frandom(-3.0, 3.0))
			1175 E 6 Fast A_FaceTarget
		Goto See
		PainState:
			1175 G 3 Fast
			1175 G 3 Fast A_Pain
		goto See
		DeathState:
			1175 H 7
			1175 I 7 A_Scream
			1175 JK 7
			1175 L 7 A_NoBlocking
			1175 M 7
			1175 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)
			1175 O 5 A_Scream
			1175 P 5
			1175 R 5 A_NoBlocking
			1175 STUVW 5
			1175 X -1
		Stop
		RaiseState:
			1175 NMLKJIH 6
		goto See
	}
}

actor Prophet : DnD_BaseRangedMonster {
	obituary "%o couldn't stand against the prophecy."
	Health 0x7FFFFFFF
	GibHealth -15
	radius 20
	height 56
	mass 100
	speed 6
	RenderStyle Translucent
	Alpha 0.33
	painchance 184
	Decal "BulletChip"
	SeeSound "ZSpecOps/Sight"
	ActiveSound "ZSpecOps/Sight"
	PainSound "ZSpecOps/Pain"
	DeathSound "ZSpecOps/Death"
	AttackSound "Weapons/NewPist"
	DropItem "DroppedClip"
	DropItem "DroppedClip", 128
	Tag "Prophet"
	+ISMONSTER
	+GHOST
	states {
		SetInfo:
			TNT1 A 0 A_SetArg(4, DND_PROPHET)
			TNT1 A 0 ACS_NamedExecuteWithResult("DnD Init Monster Data", DND_MWEIGHT_RARE1)
		Goto SpawnSetup

		IdleState:
			PRPH AB 10 A_GiveInventory("DnD_SightChecker", 1)
		loop
		SeeState:
			PRPH AABBCCDD 2 Fast A_Chase
		Goto See
		MissileState:
			PRPH E 4 Fast A_FaceTarget
			TNT1 A 0 A_SpawnItemEx ("pistolcasing", -8, 7, 26, 4, 0, frandom(3.0, 5.0), random(-80, -90))
			TNT1 A 0 A_PlaySound("Weapons/NewPist", CHAN_WEAPON)
			PRPH F 4 Fast bright A_CustomMissile("ZombieBullet", 32, 0, frandom(-10.0, 10.0), 0, frandom(-1.0, 1.0))
			PRPH E 3 Fast
		goto See
		PainState:
			PRPH G 3 Fast
			PRPH G 3 Fast A_Pain
		goto See
		XDeathState:
			TNT1 A 0 A_SpawnItemEx("GenericGibber_Low", 0, 0, 0, 0, 0, 0, 0, SXF_USEBLOODCOLOR)
		DeathState:
			TNT1 A 0 A_SetTranslucent(1.0)
			PRPH H 5
			PRPH I 5 A_Scream
			PRPH J 5 A_NoBlocking
			PRPH K 5
			PRPH L -1
		stop
		RaiseState:
			PRPH LKJIH 5
		goto See
	}
}