actor MShotgunGuy : ShotGunGuy
{
  tag ShotgunGuy
  health 60 //30
  radius 20
  height 56
  mass 100
  speed 8
  
  PainChance "Control", 255
  DamageFactor "Control", 1
  
  // takes damage from
  DamageFactor "MarineDamage", 1
  DamageFactor "ImpBallDamage", 0.5
  DamageFactor "CacoDamage", 0.5
  DamageFactor "SkelDamage", 0.5
  DamageFactor "FatsoDamage", 0.5
  DamageFactor "KnightDamage", 0.5
  DamageFactor "ArachDamage", 0.5
  DamageFactor "viledamage", 0.5
  DamageFactor "ZombiesDamage", 0.5
  states
  {
  Spawn:
    SPOS A 10 A_Look
    SPOS B 10 
    SPOS A 0 Thing_SetSpecial (0,226,409,0,health)
    loop
  See:
    SPOS AABBCCDD 3 A_Chase
    SPOS A 0 A_JumpIf (special !=226,1) 
    loop	
    SPOS A 0 Thing_SetSpecial (0,226,409,0,health)
    goto see
  Missile:
    SPOS E 10 A_FaceTarget
    SPOS F 10 bright A_CustomBulletAttack (11.5,3.5,5,3,"FBulletPuff")
    SPOS E 10
    SPOS E 0 A_Jump(64, "Missile")
    goto See
  Death.Control:
    TNT1 A 0 ACS_Execute(410,0,3)
    TNT1 A 10
    stop
  Death:
    SPOS H 5 A_GiveToTarget ("MarineExp",2)
    SPOS I 5 A_Scream
    SPOS J 5 A_NoBlocking
    SPOS K 5
    SPOS L 1000
    stop
  XDeath:
    SPOS M 5 A_GiveToTarget ("MarineExp",2)
    SPOS N 5 A_XScream
    SPOS O 5 A_NoBlocking
    SPOS PQRST 5
    SPOS U 1000
    stop	
  }
}

ACTOR MSSGZombie replaces SuperShotgunGuy
{
	Tag "Super Shotgunner"
	Health 100
	Radius 20
	Height 56
	Scale 1
	Speed 8
	PainChance 170
	MONSTER 
	Translation "112:127=16:47"
	+FloorClip
	SEESOUND "SSGUNER/sight"
	ATTACKSOUND "SSGUNER/SSG"
	PAINSOUND "grunt/pain"
	DEATHSOUND "SSGUNER/death"
	ACTIVESOUND "SSGUNER/idle"
	OBITUARY "%o was blown open by a Super Shotgunner!"
	//dropitem "Mshell" 256
	dropitem "MSuperShotgun" 64 //256
	Decal Bulletchip
	
	PainChance "Control", 255
    DamageFactor "Control", 1
  
    // takes damage from
    DamageFactor "MarineDamage", 1
    DamageFactor "ImpBallDamage", 0.5
    DamageFactor "CacoDamage", 0.5
    DamageFactor "SkelDamage", 0.5
    DamageFactor "FatsoDamage", 0.5
    DamageFactor "KnightDamage", 0.5
    DamageFactor "ArachDamage", 0.5
    DamageFactor "viledamage", 0.5
    DamageFactor "ZombiesDamage", 0.5
	
	states
	{
	Spawn:
		GPOS A 10 A_Look
		GPOS B 10
		GPOS A 0 Thing_SetSpecial (0,226,409,0,health)
		Loop
	See:
		GPOS AABBCCDD 4 A_Chase
		GPOS A 0 A_JumpIf (special !=226,1) 
	    loop	
	    GPOS A 0 Thing_SetSpecial (0,226,409,0,health)
	    goto see
	Missile:
		GPOS E 10 A_FaceTarget
		GPOS F 10 BRIGHT A_CustomBulletAttack(11.2,7.1,16,3,"FBulletPuff")
		GPOS E 35 A_ChangeFlag("NoPain", 1)
		GPOS E 0 A_ChangeFlag("NoPain", 0)
		Goto See
	Pain:
		GPOS G 3
		GPOS G 3 A_Pain
		Goto See
	Death:
		GPOS H 8 A_GiveToTarget ("MarineExp",5)
		GPOS I 8 A_Scream
		GPOS J 8 A_NoBlocking
		GPOS K 8
		GPOS L 8
		GPOS M 8
		GPOS N 1000
		Stop
	XDeath:
		GPOS O 5 A_GiveToTarget ("MarineExp",5)
		GPOS P 5 A_XScream
		GPOS Q 5 A_NoBlocking
		GPOS RS 5
		GPOS T 1000
		Stop
	Death.Control:
        TNT1 A 0 ACS_Execute(410,0,21)
	    TNT1 A 10
	    stop 	
	Raise:
		GPOS NMLKJIH 5
		Goto See
	}
}


ACTOR MAShotgunGuy
{
  tag "Assault Shotgunner"
  Health 120 //70
  Radius 20
  Height 56
  Speed 8
  PainChance 170
  MONSTER
  +FLOORCLIP
  seesound "shotguy/sight"
  attacksound "weapons/Ashotgun/fire"
  painsound "shotguy/pain"
  deathsound "shotguy/death"
  activesound "shotguy/active"
  Obituary "%o got peppered by an Assault Shotgunner!"
  //DropItem "MShell" 256
  DropItem "AssaultShotgun" 64 //256
  Decal Bulletchip
	
    PainChance "Control", 255
    DamageFactor "Control", 1
  
  // takes damage from
  DamageFactor "MarineDamage", 1
  DamageFactor "ImpBallDamage", 0.5
  DamageFactor "CacoDamage", 0.5
  DamageFactor "SkelDamage", 0.5
  DamageFactor "FatsoDamage", 0.5
  DamageFactor "KnightDamage", 0.5
  DamageFactor "ArachDamage", 0.5
  DamageFactor "viledamage", 0.5
  DamageFactor "ZombiesDamage", 0.5
  States
    {
  Spawn:
    ASGZ AB 10 A_Look
    ASGZ A 0 Thing_SetSpecial (0,226,409,0,health)
    Loop
  See:
    ASGZ AABBCCDD 3 A_Chase
    ASGZ A 0 A_JumpIf (special !=226,1) 
    loop	
    ASGZ A 0 Thing_SetSpecial (0,226,409,0,health)
    Loop
  Missile:
    ASGZ E 1 A_Jump (96, 2) //0
    ASGZ E 0 A_JumpIfCloser (128,"Missile2")
    ASGZ E 1 A_Jump (96, "Missile2") //0
    ASGZ E 8 A_FaceTarget
    ASGZ F 10 Bright A_CustomBulletAttack (6.2,4.6,4,4,"FBulletPuff")
    ASGZ E 0 A_ChangeFlag("NoPain", 1)
    ASGZ E 4 A_PlaySoundEx("weapons/Ashotgun/cock/back", "body")
    ASGZ A 6
    ASGZ E 2 A_PlaySoundEx("weapons/Ashotgun/cock/forward", "body")
    ASGZ E 0 A_ChangeFlag("NoPain", 0)
    ASGZ E 1 A_Jump (64, "Missile") //0
    Goto See
  Missile2:
    ASGZ E 8 A_FaceTarget
    ASGZ F 5 Bright A_CustomBulletAttack (11.2,7.1,5,4,"FBulletPuff")
    ASGZ E 4
    ASGZ F 10 Bright A_CustomBulletAttack (11.2,7.1,5,4,"FBulletPuff")
    ASGZ E 0 A_ChangeFlag("NoPain", 1)
    ASGZ E 4 A_PlaySoundEx("weapons/Ashotgun/cock/back", "body")
    ASGZ A 6
    ASGZ E 6 A_PlaySoundEx("weapons/Ashotgun/cock/forward", "body")
    ASGZ E 4 A_PlaySoundEx("weapons/Ashotgun/cock/back", "body")
    ASGZ A 6
    ASGZ E 2 A_PlaySoundEx("weapons/Ashotgun/cock/forward", "body")
    ASGZ E 0 A_ChangeFlag("NoPain", 0)
    ASGZ E 1 A_Jump (64, "Missile") //0
    Goto See
  Pain:
    ASGZ G 3
    ASGZ G 3 A_Pain
    Goto See
  Death:
    ASGZ H 5 A_GiveToTarget ("MarineExp",4)
    ASGZ I 5 A_Scream
    ASGZ J 5 A_Fall
    ASGZ KLM 5
    ASGZ N -1//1000
    Stop
  XDeath:
    ASGZ O 5 A_GiveToTarget ("MarineExp",4)
    ASGZ P 5 A_XScream
    ASGZ Q 5 A_Fall
    ASGZ RSTUV 5
    ASGZ W -1//1000
    Stop
  Death.Control:
    TNT1 A 0 ACS_Execute(410,0,41)
    TNT1 A 10
    stop
  Raise:
    ASGZ NMLKJIH 5
    Goto See
    }
}
