ACTOR SSGZombie : UndeadEnemy
{
	Health 75
	GibHealth -10
	Radius 20
	Height 56
	Scale 0.9
	Speed 9
	PainChance 170
	MONSTER 
	+FloorClip
	+DONTBLAST
	+USEKILLSCRIPTS
	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
	states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 ACS_ExecuteAlways(DND_MONSTERSCALESCRIPT, 0, DND_ZOMBIESSG, DND_SILVER_WEAKNESS)
	Idle:
		GPOS A 10 A_Look
		Loop
	See:
		GPOS AABBCCDD 4 Fast A_Chase
		Loop
	Missile:
		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
	Pain:
		GPOS G 3 Fast
		GPOS G 3 Fast A_Pain
		Goto See
	Death:
		GPOS H 7 A_GiveToTarget("DnD_ShotUndead", 1)
		GPOS I 7 A_Scream
		GPOS J 7 A_NoBlocking
		GPOS K 7
		GPOS L 7
		GPOS M 7
		GPOS N -1
		Stop
	XDeath:
	Death.Explosives:
	Death.ExplosivesFull:
	Death.Explosives_Magic:
	Death.Explosives_MagicFull:
		TNT1 A 0 A_GiveToTarget("DnD_ShotUndead", 1)
		 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_SpawnItem("NashGore_GibGenerator",0,0,0,0)	
		GPOS O 5
		TNT1 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)	
		GPOS P 5 A_XScream
		TNT1 A 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)	
		GPOS Q 5 A_NoBlocking
		GPOS RS 5
		GPOS T -1
		Stop
	Raise:
		TNT1 A 0 A_GiveInventory("Mo_Revived", 1)
		GPOS NMLKJIH 5
		Goto See
		Death.P_Ice:
			"----" "#" 0 A_GiveToTarget("DnD_ShotUndead", 1)
			"----" "#" 4 A_GenericFreezeDeath
			"----" "#" 1 A_FreezeDeathChunks
		Wait
	}
}

Actor ZSpecOpsShotgun : UndeadEnemy
{
  Health 50
  GibHealth -10
  Height 56
  Radius 20
  Speed 8
  PainChance 192
  Monster
  +FloorClip
  +NoTarget
  +NoInfighting
  +DONTBLAST
  +USEKILLSCRIPTS
  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"
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 ACS_ExecuteAlways(DND_MONSTERSCALESCRIPT, 0, DND_ZSPECSG, DND_SILVER_WEAKNESS)
Idle:
    ZSP1 AAAAAAAAAABBBBBBBBBB 1 A_Look
    Loop

  //Switching
  See:
    ZSP1 ABCD 4 Fast A_Chase
  Loop
  Missile:
    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
  Pain:
    ZSP1 G 4 Fast
    ZSP1 G 4 Fast A_Pain
  Goto See
  Death:
    ZSP1 H 5 A_GiveToTarget("DnD_ShotUndead", 1)
    ZSP1 I 5 A_Scream
    ZSP1 J 5
    ZSP1 K 5 A_NoBlocking
    ZSP1 L -1
  Stop
  XDeath:
  Death.Explosives:
  Death.ExplosivesFull:
  Death.Explosives_Magic:
  Death.Explosives_MagicFull:
	TNT1 A 0 A_GiveToTarget("DnD_ShotUndead", 1)
  	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_SpawnItem("NashGore_GibGenerator",0,0,0,0)
	ZSP1 G 2 A_XScream
	ZSP1 G 1 A_NoBlocking
	TNT1 AA 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
  Stop
  Raise:
    TNT1 A 0 A_GiveInventory("Mo_Revived", 1)
    ZSP1 LKJIH 5
    Goto See
		Death.P_Ice:
			"----" "#" 0 A_GiveToTarget("DnD_ShotUndead", 1)
			"----" "#" 4 A_GenericFreezeDeath
			"----" "#" 1 A_FreezeDeathChunks
		Wait
  }
}

ACTOR LOSShotgunGuy : ShotgunGuy2
{
Health 50
GibHealth -10
AttackSound "shotguy/attack"
Tag "Armored Shotgunner"
+NODROPOFF
States
 {
 Spawn:
	TNT1 A 0
	TNT1 A 0 ACS_ExecuteAlways(DND_MONSTERSCALESCRIPT, 0, DND_SGLOS, DND_MOBILITY | DND_SILVER_WEAKNESS)
Idle:
 ZSSG E 10 A_Look
 Loop
  
 See:
 ZSSG AABBCCDD 3 Fast A_Chase
 Loop
  
 Missile:
 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
   
 Pain:
 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
   
 Death:
 ZSSG H 5 A_GiveToTarget("DnD_ShotUndead", 1)
 ZSSG I 5 A_Scream
 ZSSG J 5 A_NoBlocking
 ZSSG J 5
 ZSSG L -1
 Stop
 Xdeath:
 Death.Explosives:
 Death.ExplosivesFull:
 Death.Explosives_Magic:
 Death.Explosives_MagicFull:
	TNT1 A 0 A_GiveToTarget("DnD_ShotUndead", 1)
  	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_SpawnItem("NashGore_GibGenerator",0,0,0,0) 
	ZSGG G 2 A_XSCream
	ZSGG G 1 A_NoBlocking
	TNT1 AA 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
 Stop

 Raise:
 TNT1 A 0 A_GiveInventory("Mo_Revived", 1)
 ZSSG KJIH 5
 Goto See
 		Death.P_Ice:
			"----" "#" 0 A_GiveToTarget("DnD_ShotUndead", 1)
			"----" "#" 4 A_GenericFreezeDeath
			"----" "#" 1 A_FreezeDeathChunks
		Wait
 }
}

ACTOR LOSSuperShotgunGuy : UndeadEnemy
{
Spawnid 253
Health 55
GibHealth -10
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"
MONSTER
+FLOORCLIP
+DONTBLAST
+USEKILLSCRIPTS
States
 {
 Spawn:
	TNT1 A 0
	TNT1 A 0 ACS_ExecuteAlways(DND_MONSTERSCALESCRIPT, 0, DND_SSGLOS, DND_MOBILITY | DND_SILVER_WEAKNESS)
Idle:
 ZSS2 A 10 A_Look
 Loop

 See:
 ZSS2 AABBCCDD 3 Fast A_Chase
 Loop

 Missile:
 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

 Pain:
 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
	 
 Death:
 ZSS2 H 5 A_GiveToTarget("DnD_ShotUndead", 1)
 ZSS2 I 5 A_Scream
 ZSS2 J 5 A_NoBlocking
 ZSS2 K 5
 ZSS2 L -1
 Stop
 
 Xdeath:
 Death.Explosives:
 Death.ExplosivesFull:
 Death.Explosives_Magic:
 Death.Explosives_MagicFull:
	TNT1 A 0 A_GiveToTarget("DnD_ShotUndead", 1)
  	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_SpawnItem("NashGore_GibGenerator",0,0,0,0) 
	ZSS2 G 2 A_XSCream
	ZSS2 G 1 A_NoBlocking
	TNT1 AA 0 A_SpawnItem("NashGore_GibGenerator",0,0,0,0)
 Stop 

 Raise:
 TNT1 A 0 A_GiveInventory("Mo_Revived", 1)
 ZSS2 LKJIH 5
 Goto See
 		Death.P_Ice:
			"----" "#" 0 A_GiveToTarget("DnD_ShotUndead", 1)
			"----" "#" 4 A_GenericFreezeDeath
			"----" "#" 1 A_FreezeDeathChunks
		Wait
 }
}

actor SawedOffShotgunGuy : UndeadEnemy
{
  obituary "%o was bucked by a zombie."
  health 50
  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"
  MONSTER
   +FLOORCLIP
   +DONTBLAST
   +USEKILLSCRIPTS
  states
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 ACS_ExecuteAlways(DND_MONSTERSCALESCRIPT, 0, DND_SAWEDOFF1, DND_SILVER_WEAKNESS)
Idle:
    ZSDO AB 10 A_Look
    loop
  See:
    ZSDO AABBCCDD 3 Fast A_Chase
    loop
  Missile:
    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
  Pain:
    ZSDO G 3 Fast
    ZSDO G 3 Fast A_Pain
    goto See
  Death:
    ZSDO H 5 A_Scream
    ZSDO I 5 A_GiveToTarget("DnD_ShotUndead", 1)
    ZSDO J 5 
    ZSDO K 5 A_NoBlocking
    ZSDO L 5
    ZSDO M 5
    ZSDO N -1
    stop
  XDeath:
  	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_SpawnItem("NashGore_GibGenerator",0,0,0,0) 
    ZSDO O 5 A_GiveToTarget("DnD_ShotUndead", 1)
    ZSDO P 5 A_XScream
    ZSDO Q 5 A_NoBlocking
    ZSDO RSTUV 5
    ZSDO W -1
  Raise:
	TNT1 A 0 A_GiveInventory("Mo_Revived", 1)
    ZSDO KJIH 5
    goto See
		Death.P_Ice:
			"----" "#" 0 A_GiveToTarget("DnD_ShotUndead", 1)
			"----" "#" 4 A_GenericFreezeDeath
			"----" "#" 1 A_FreezeDeathChunks
		Wait
  }
}

actor SawedOffShotgunGuy2 : SawedOffShotgunGuy
{
  health 60
  painchance 224
  decal "bulletchip"
  DropItem "SawedoffPickup"
  +USEKILLSCRIPTS
  states
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 ACS_ExecuteAlways(DND_MONSTERSCALESCRIPT, 0, DND_SAWEDOFF2, DND_SILVER_WEAKNESS)
Idle:
    AZSG AB 10 A_Look
    loop
  See:
    AZSG AABBCCDD 3 Fast A_Chase
    loop
  Missile:
    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
  Pain:
    AZSG G 3 Fast
    AZSG G 3 Fast A_Pain
    goto See
  Death:
    AZSG H 5 A_Scream
    AZSG I 5 A_GiveToTarget("DnD_ShotUndead", 1)
    AZSG J 5 
    AZSG K 5 A_NoBlocking
    AZSG L -1
    stop
  XDeath:
  	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_SpawnItem("NashGore_GibGenerator",0,0,0,0) 
    AZSG M 5 A_GiveToTarget("DnD_ShotUndead", 1)
    AZSG N 5 A_XScream
    AZSG O 5 A_NoBlocking
    AZSG PQRST 5
    AZSG U -1
  Raise:
	TNT1 A 0 A_GiveInventory("Mo_Revived", 1)
    AZSG KJIH 5
    goto See
		Death.P_Ice:
			"----" "#" 0 A_GiveToTarget("DnD_ShotUndead", 1)
			"----" "#" 4 A_GenericFreezeDeath
			"----" "#" 1 A_FreezeDeathChunks
		Wait
  }
}

Actor QuakeZombieShotgun : QuakeZombie
{
	Translation "128:143=25:40", "236:239=41:47"
	Obituary "%o was killed by an enforcer captain."
	Health 70
	AttackSound "QuakeZombie/Attack"
	DropItem "ShotgunPickup_Drop"
	Tag "Enforcer Captain"
    States
    {
		Spawn:
			TNT1 A 0
			TNT1 A 0 ACS_ExecuteAlways(DND_MONSTERSCALESCRIPT, 0, DND_ZOMBIEQUAKE2)
		Idle:
			QZOM AB 10 A_Look
			Loop
		Missile:
			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
    }	
}

actor UndeadRogue : UndeadHunter {
  obituary "%o was bagged by an undead rogue."
  DropItem "Clip", 0
  DropItem "SawedOffPickup", 128
  Tag "Undead Rogue"
  +DONTBLAST
  states
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 ACS_ExecuteAlways(DND_MONSTERSCALESCRIPT, 0, DND_ROGUE, DND_MOBILITY | DND_SILVER_WEAKNESS)
Idle:
    1083 A 10 A_Look
    loop
  See:
    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 
  Melee:
  Missile:
	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
  Pain:
    1083 G 3 Fast
    1083 G 3 Fast A_Pain
    goto See
  Death:
    1083 H 7 A_GiveToTarget("DnD_ShotUndead", 1)
    1083 I 7 A_Scream
    1083 JK 7
    1083 L 7 A_NoBlocking
    1083 M 7
    1083 N -1
    Stop
  XDeath:
  	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_SpawnItem("NashGore_GibGenerator",0,0,0,0) 
    1083 O 5 A_Scream
    1083 P 5 A_GiveToTarget("DnD_ShotUndead", 1)
    1083 R 5 A_NoBlocking
    1083 STUVW 5
    1083 X -1
    Stop
  Raise:
    TNT1 A 0 A_GiveInventory("Mo_Revived", 1)
    1083 NMLKJIH 6
    goto See
		Death.P_Ice:
			"----" "#" 0 A_GiveToTarget("DnD_ShotUndead", 1)
			"----" "#" 4 A_GenericFreezeDeath
			"----" "#" 1 A_FreezeDeathChunks
		Wait
  }
}