ACTOR ExplosiveShotgunZombie : ShotgunZombie
{ 
  Health 150
  PainChance 80
  DropItem "StimKit" 180
  DropItem "ArmorBooster" 180
  DropItem "AmmoPack" 165
  DropItem "HandGrenadeAmmo" 250 1
  DropItem "MineAmmo" 180 1
  DropItem "NewShell" 256
  DropItem "NewShellBox" 128
  DropItem "Armorplate" 215 1
  DropItem "Portablemedkit" 230 1
  DropItem "Backpack" 80 1
  DropItem "Explosive Shotgun" 30
  DamageFactor "EMGEx", 0.0
  AttackSound " "
  SeeSound "superzombie/sight"
  PainSound "superzombie/pain"
  DeathSound "superzombie/death"
  ActiveSound "superzombie/active"
  Obituary "%o was charred by an Explosive Shotgunner."
  States
  {
  Spawn:
    ESGZ A 10 A_Look
	ESGI A 10 A_Look
    Loop
  See:
    ESGZ AABB 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    ESGZ CCDD 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    Loop
  Missile:
    ESGZ E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/ExplosiveSG/fire",7)
	TNT1 AAAAAA 0 Bright A_CustomMissile("MinigunnerExplosiveTracer",Random(30,34),0,Random(15,-15),0)
    ESGZ F 5 Bright A_CustomBulletAttack(18,6,6,Random(5,7))
    ESGZ E 10 A_FaceTarget
	ESGZ E 8 A_PlaySound("weapons/ExplosiveSG/pump",7)
    TNT1 A 0 A_SpawnItemEx("OrangeShellCasing", -8, 0, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	ESGZ E 8
    Goto See
  Pain:
    ESGZ G 6 A_Pain
    Goto See
  Death:
    ESGZ H 5 A_Scream
    ESGZ I 5 A_Fall
    ESGZ J 5 A_SpawnItem("BodyCrash",0,0,0,0)
    ESGZ KLM 5
    ESGZ N -1
    Stop
  XDeath:
    ESGZ O 3
    ESGZ P 3 A_XScream
    ESGZ Q 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
    ESGZ R 3 A_Fall
    ESGZ STUV 3
    ESGZ W -1 
    Stop
  Raise:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    ESGZ VUTSRQPO 5
    Goto See
    }
}