Actor CyZombie
{
Monster
Health 425
Height 59
Radius 20
Scale 1.15
Speed 4
Mass 400
Reactiontime 15
Bloodcolor "Purple"
Painchance "Mine", 128
Painchance 30
MissileType "BorgNail"
+FloorClip
+NODROPOFF
+MissileMore
+QUICKTORETALIATE
+DONTHARMSPECIES
Species "EliteZombies"
Damagefactor "Acid", 3.8
Damagefactor 0.9
//No Infighting
DamageFactor "RST", 0.0
Damagefactor "ZExplosiveBullets", 0.0
Damagefactor "HTZombie", 0.0
DamageFactor "ZombieCannon", 0.0
DamageFactor "MiniRocket", 0.0
DamageFactor "SoulToxic", 0.0
DamageFactor "Cacolich", 0.0
DropItem "ArmorCharge", 150, 2
DropItem "PortableMedCell", 80, 1
DropItem "HealthFlask", 120, 2
DropItem "HandGrenadeAmmo", 150, 1
DropItem "MineAmmo", 120, 1
DropItem "AmmoPack", 190, 2
SEESOUND "Monsters/NBSight"
ACTIVESOUND "Monsters/NBAct"
PAINSOUND "Monsters/NBPain"
DEATHSOUND "Monsters/NBDeath"
Obituary "%o was shredded by a Cyber Zombie."
Tag "\cnCyber Zombie\c-"
States
	{
	Spawn:
		NLBG A 10 A_Look
		Loop
	See:
		NLBG A 1 A_Chase
		NLBG AAAAA 1 A_Chase("","")
		NLBG B 1 A_Chase
		NLBG BBBBB 1 A_Chase("","")
		TNT1 A 0 A_SpawnItemEx("CyZomStep",0,0,2,0,0,-20)
		NLBG C 1 A_Chase
		NLBG CCCCC 1 A_Chase("","")
		NLBG D 1 A_Chase
		NLBG DDDDD 1 A_Chase("","")
		TNT1 A 0 A_SpawnItemEx("CyZomStep",0,0,2,0,0,-20)
		TNT1 A 0 A_Jump(62,"Run")
		Loop
	Run:
		NLBG B 1 A_Chase("","")
		TNT1 A 0 A_Chase
		NLBG B 1 A_Chase("","")
		TNT1 A 0 A_Chase
		NLBG B 1 A_Chase("","")
		TNT1 A 0 A_Chase
		NLBG B 1 A_Chase
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItemEx("CyZomStep",0,0,2,0,0,-20)
		NLBG D 1 A_Chase("","")
		TNT1 A 0 A_Chase
		NLBG D 1 A_Chase("","")
		TNT1 A 0 A_Chase
		NLBG D 1 A_Chase("","")
		TNT1 A 0 A_Chase
		NLBG D 1 A_Chase("","")
		TNT1 A 0 A_Chase
		TNT1 A 0 A_SpawnItemEx("CyZomStep",0,0,2,0,0,-20)
		TNT1 A 0 A_Jump(26,"See")
		Loop
	Missile:
		//TNT1 A 0 A_ChangeFlag(NOTARGET,1)
		//TNT1 A 0 A_CustomMissile("BribeCaco",1,0,0,2,-90)
		NLBG EEEEEE 1 A_FaceTarget(45)
		//TNT1 A 0 A_ChangeFlag(NOTARGET,0)
	Refire:
		NLBG FF 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/nailfire",CHAN_WEAPON)
		TNT1 A 0 A_MissileAttack
		TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
		NLBG EEEEEE 1 A_FaceTarget
		NLBG FF 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/nailfire",CHAN_WEAPON)
		TNT1 A 0 A_MissileAttack
		TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
		NLBG EEEEEE 1 A_FaceTarget
		NLBG FF 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/nailfire",CHAN_WEAPON)
		TNT1 A 0 A_MissileAttack
		TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
		NLBG EEEEEE 1 A_FaceTarget
		NLBG FF 1 Bright A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/nailfire",CHAN_WEAPON)
		TNT1 A 0 A_MissileAttack
		TNT1 A 0 A_Jump(72,"MissileEnd")
		TNT1 A 0 A_MonsterRefire(0,"MissileEnd")
		NLBG EEEEEE 1 A_FaceTarget
		Loop
	MissileEnd:
		NLBG EEEEEEEEEEE 1 A_Chase("","Refire",CHF_NOPLAYACTIVE|CHF_DONTMOVE)
		GoTo See
	Pain:
		//TNT1 A 0 A_ChangeFlag(NOTARGET,1)
		//TNT1 A 0 A_CustomMissile("BribeCaco",1,0,0,2,-90)
		NLBG G 2 A_Pain
		//TNT1 A 0 A_ChangeFlag(NOTARGET,0)
		NLBG G 3
		GoTo See
	Death:
		TNT1 A 0
		NLBG H 5 A_Scream
		NLBG I 5 A_Fall
		NLBG JKLM 4
		TNT1 A 0 A_SpawnItem("BodyCrash",0,0,0,0)
		NLBG N 63000 CanRaise
		Stop
	XDeath:
		TNT1 A 0
		NLBG O 5 A_XScream
		TNT1 A 0 A_Fall
		TNT1 A 0 A_GiveInventory("XDeathCheck",1)
		TNT1 A 0 A_SpawnItemEx("MutantGibbedGenerator",0,0,0,0,0,0,0,128,0) 
		NLBG PQRSTUV 5
		NLBG W 63000 CanRaise
		Stop
	Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_JumpIfInventory("XDeathCheck",1,"XRaise")
		NLBG MLKJIH 4
		GoTo See
	XRaise:
		TNT1 A 0 A_TakeInventory("XDeathCheck",1)
		NLBG VUTSRQPO 4
		GoTo See
	}
}

Actor BorgNail
{
Projectile
Radius 3
Height 3
Speed 72
Damage 1
Scale 0.3
Decal "Bulletchip"
+RIPPER
+NOBOSSRIP
+BLOODSPLATTER
+DONTHARMSPECIES
Species "EliteZombies"
Damagetype "ZExplosiveBullets"
SeeSound ""
DeathSound ""
States
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_PlaySound("weapons/nailflight",6,1.0,1)
		Goto Fly
	Fly:
		CZNI A 1 A_CustomMissile("HEMNailBlur",0,0,180)
		Loop
	Crash:
		TNT1 AAA 0 A_StopSound(6)
		TNT1 A 0 A_PlaySound("weapons/nailhit",7,1.0,0)
		TNT1 A 0 A_SpawnItemEx("ModdedBulletPuff",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		CZNI BCDEFG 2
		Stop
	XDeath:
		TNT1 AAA 0 A_StopSound(6)
		TNT1 A 0 A_PlaySound("weapons/nailhitbleed",7,1.0,0)
		CZNI BCDEFG 2
		Stop
	Death:
		TNT1 AAA 0 A_StopSound(6)
		TNT1 A 0 A_PlaySound("weapons/nailhit",7,1.0,0)
		TNT1 A 0 A_SpawnItemEx("ModdedBulletPuff",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		CZNI BCDEFG 2
		Stop
	}
}

Actor HEMNailBlur
{
Height 8
Radius 1
Scale 0.3
Speed 0.2
RenderStyle Translucent
Alpha 0.5
Damage (0)
+NOINTERACTION
+NOGRAVITY
+DROPOFF
States
	{
	Spawn:
		CZNI A 1 A_FadeOut(0.1,1)
		Loop
	}
}