actor MShotgunGuy : ShotGunGuy
{
  tag ShotgunGuy
  health 60 //30
  radius 20
  height 56
  mass 100
  speed 8
  
  PainChance "Control", 255
  DamageFactor "Control", 1
  
  DropItem "MShotgun" 0
  DropItem "Shotgun" 0
  
  // 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
  DamageFactor "ZombieTankDamage", 0.1
  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" 32 //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
	DamageFactor "ZombieTankDamage", 0.1
	
	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" 32 //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
  DamageFactor "ZombieTankDamage", 0.1
  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 A_JumpIf(random(1,3) == 3, 2)
    ASGZ N -1//1000
    Stop
		ASGZ N 500
		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 A_JumpIf(random(1,3) == 3, 2)
    ASGZ W -1//1000
    Stop
		ASGZ W 500
		Stop
  Death.Control:
    TNT1 A 0 ACS_Execute(410,0,41)
    TNT1 A 10
    stop
  Raise:
    ASGZ NMLKJIH 5
    Goto See
    }
}

//BlackOps
actor BlackOpsMale
{
  tag "BlackOps"
  health 1000
  radius 20
  height 56
  mass 200
  speed 15
  decal bulletchip
  attacksound "BlackOpsM/Attack"
  seesound    "BlackOpsM/Sight"
  painsound   "BlackOpsM/Pain"
  deathsound  "BlackOpsM/Death"
  activesound "BlackOpsM/Active"
  BloodColor "Red"
  dropitem "BlackOpsVest", 77
  Obituary "%o was Silenced by the BlackOps!"
  PainChance "Control", 255
  DamageFactor "Control", 1
  SPECIES "MonsterFallenColonelSpecies"
  MONSTER
  +QUICKTORETALIATE
  +DONTHARMSPECIES
  +DONTHURTSPECIES
  +FLOORCLIP
  +NORADIUSDMG
  +DONTMORPH
  // takes damage from
  DamageFactor "MarineDamage", 1
  DamageFactor "BFGSplash", 0.6
  DamageFactor "MarineRLDamage", 0.8
  DamageFactor "MarineRail", 0.6
  DamageFactor "MarineSuperweapon", 0.2 //added for custom weapons 
  DamageFactor "PorkDamage", 0 //added
  
  DamageFactor "ImpBallDamage", 0.25
  DamageFactor "CacoDamage", 0.25
  DamageFactor "SkelDamage", 0.25
  DamageFactor "FatsoDamage", 0.25
  DamageFactor "KnightDamage", 0.25
  DamageFactor "ArachDamage", 0.25
  DamageFactor "viledamage", 0.25
  DamageFactor "ZombiesDamage", 0.1
  DamageFactor "ZombiesFCDamage", 0
  DamageFactor "ZombieTankDamage", 0.25
  
  states
  {
  spawn:
    REEL E 1 A_Look
	REEL E 0 Thing_SetSpecial (0,226,409,0,health)
	REEL E 0 HealThing(10)
    loop
  See:
    REEL A 0 A_CheckSight(15)
	REEL AABBCCDD 2 A_Chase
    REEL A 0 A_JumpIf (special !=226,1)
	REEL A 0 HealThing(5)
    loop	
    REEL A 0 Thing_SetSpecial (0,226,409,0,health)
    Goto See
    REEL A 0 A_Jump(32, 1)
    REEL A 0 A_ChangeFlag("Frightened", 1)
	REEL A 0
	Goto See+4
	REEL A 0
	Goto See+3
    REEL A 0 A_Jump(128, 1)
	Goto See+5
    REEL AAABBBCCCDDD 2 A_Chase
	REEL A 0 A_JumpIf (special !=226,1)
	REEL A 0 HealThing(1)
   Goto See
  Missile:
    REEL E 0 A_JumpIfCloser (325, "Missile2") 
  Missile1:
    REEL E 5 A_FaceTarget
    REEL F 0 bright A_PlaySound("BlackOps/Attack")
    REEL E 0 A_FaceTarget
    REEL F 2 bright A_CustomBulletAttack(3,3,1,1,"PBBulletPuff")
    REEL E 2
	REEL F 0 bright A_PlaySound("BlackOps/Attack")
    REEL E 0 A_FaceTarget
    REEL F 2 bright A_CustomBulletAttack(3,3,1,1,"PBBulletPuff")
    REEL E 2
    REEL F 0 bright A_PlaySound("BlackOps/Attack")
    REEL E 0 A_FaceTarget
    REEL F 2 bright A_CustomBulletAttack(3,3,1,1,"PBBulletPuff")
    REEL E 2
    REEL E 0 A_CPosRefire
	REEL A 0 A_JumpIf (special !=226,1)
	REEL A 0 HealThing(1)
	Goto Missile1
	DecideaShot:
	REEL E 6 A_FaceTarget
    REEL F 8 BRIGHT  A_JUMP(256,"Grenade1","BRailAttack") 
	REEL F 0 A_Jump(168,"See")
	REEL A 0 A_JumpIf (special !=226,1)
	REEL A 0 HealThing(1)
	Grenade1:
	REEL F 2 A_FaceTarget
	REEL F 0 bright A_PlaySound("weapons/rocklf")
    REEL F 2 bright A_CustomMissile("BlackOpsGrenade", 28, 5, 0)
    REEL E 6 
	REEL E 0 A_JumpIf (special !=226,1)
	REEL E 0 HealThing(1)
    Goto See
	BRailAttack: 
	REEL E 5 A_FaceTarget
	REEL F 5 A_PlaySound("weapons/RailChargePuppet")
    REEL F 0 bright A_PlaySound("BlackOps/Attack2", CHAN_WEAPON, 1, 0, ATTN_NONE)
    REEL F 12 Bright A_CustomRailgun(random(70,100), 0, "none", "Black", 1, 1, 0, "PBRailPuff")
    REEL E 10 bright
    REEL E 10
	REEL E 0 A_JumpIf (special !=226,1)
	REEL E 0 HealThing(1)
	Goto See
  Missile2:
    REEL E 1 A_FaceTarget
    REEL F 0 bright A_PlaySound("BlackOps/Attack2")
    REEL F 3 bright A_CustomBulletAttack(5,5,5,2,"PBBulletPuff")
	REEL E 6 A_FaceTarget
	REEL E 0 A_JumpIfCloser (115, "DecideaShot")
   REEL E 0 A_CPosRefire
   REEL A 0 A_JumpIf (special !=226,1)
	REEL A 0 HealThing(1)
   REEL E 14 A_FaceTarget 
   Goto Missile
    REEL E 0
   Goto See
  Pain:
    REEL G 3
    REEL G 3 A_Pain
   goto See
  Death.Control:
    TNT1 A 0 ACS_Execute(410,0,46)
    TNT1 A 10
    stop
  Death:
    REED A 5 A_GiveToTarget ("MarineExp",10)
    REED B 5 A_Scream
    REED C 5 A_NoBlocking
    REED DEF 5
    REED G 1000 //-1
   stop
  XDeath:
    REED H 5 A_GiveToTarget ("MarineExp",10)
    REED H 5 A_Scream
    REED K 0 Bright A_SpawnItemEx("BlackOpsGib1", 1, 0, 9, 1, 0, 0, -130, 128)
    REED K 0 Bright A_SpawnItemEx("BlackOpsGib2", 6, 0, 7, 8, 0, 0, -90, 128)
    REED K 0 Bright A_SpawnItemEx("BlackOpsGib3", 5, 0, 6, 3, 0, 0, -80, 128)
    REED K 0 Bright A_SpawnItemEx("BlackOpsGib4", 1, 0, 9, 1, 0, 0,  130, 128)
    REED K 0 Bright A_SpawnItemEx("BlackOpsGib5", 6, 0, 7, 8, 0, 0,  90, 128)
    REED K 0 Bright A_SpawnItemEx("BlackOpsGib6", 5, 0, 6, 3, 0, 0,  80, 128)
    REED I 5
    REED J 5 A_NoBlocking
    REED L 5
    REED M 5
    REED N 1000 //-1
   stop
  Death.Fire:
    REED A 3 A_GiveToTarget ("MarineExp",10)
    REEB A 3 A_PlaySound("BlackOpsM/Burn")
    REEB B 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB C 3 A_NoBlocking
    REEB D 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB E 3
    REEB F 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB G 3
    REEB H 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB I 3
    REEB J 3 A_CustomMissile("SpawnFire", 0, 0, 0) 
    REEB K 3
    REEB L 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB M 3
    REEB N 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB O 3
    REEB P 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB Q 3
    REEB R 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB S 3
    REEB T 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB W 3
    REEB V 1000 //-1
   stop
  Raise:
    REED GFEDCBA 3
   goto See
  }
}

actor BlackOpsFemale 
{
 Tag "BlackOps"
  health 1000
  radius 20
  height 56
  mass 200
  speed 15
  decal bulletchip
  attacksound "BlackOpsF/Attack"
  seesound    "BlackOpsF/Sight"
  painsound   "BlackOpsF/Pain"
  deathsound  "BlackOpsF/Death"
  activesound "BlackOpsF/Active"
  BloodColor "Red"
  dropitem "BlackOpsVest", 77
  Obituary "%o was Silenced by the BlackOps!"
  PainChance "Control", 255
  DamageFactor "Control", 1
  SPECIES "MonsterFallenColonelSpecies"
  MONSTER
  +QUICKTORETALIATE
  +DONTHARMSPECIES 
  +DONTHURTSPECIES
  +FLOORCLIP
  +NORADIUSDMG
  +DONTMORPH 
  // takes damage from
  DamageFactor "MarineDamage", 1
  DamageFactor "BFGSplash", 0.6
  DamageFactor "MarineRLDamage", 0.8
  DamageFactor "MarineRail", 0.6
  DamageFactor "MarineSuperweapon", 0.2 //added for custom weapons 
  DamageFactor "PorkDamage", 0 //added
  
  DamageFactor "ImpBallDamage", 0.25
  DamageFactor "CacoDamage", 0.25
  DamageFactor "SkelDamage", 0.25
  DamageFactor "FatsoDamage", 0.25
  DamageFactor "KnightDamage", 0.25
  DamageFactor "ArachDamage", 0.25
  DamageFactor "viledamage", 0.25
  DamageFactor "ZombiesDamage", 0.1
  DamageFactor "ZombiesFCDamage", 0
  DamageFactor "ZombieTankDamage", 0.25
  states
{
  Spawn:
    REEL E 1 A_Look
	REEL E 0 Thing_SetSpecial (0,226,409,0,health)
	REEL E 0 HealThing(10)
    loop
  See:
    REEL A 0 A_CheckSight(15)
    REEL AABBCCDD 2 A_Chase
    REEL A 0 A_JumpIf (special !=226,1)
	REEL A 0 HealThing(5)
    loop	
    REEL A 0 Thing_SetSpecial (0,226,409,0,health)
    Goto See
    REEL A 0 A_Jump(32, 1)
    REEL A 0 A_ChangeFlag("Frightened", 1)
	REEL A 0
	Goto See+4
	REEL A 0
	Goto See+3
    REEL A 0 A_Jump(128, 1)
	Goto See+5
    REEL AAABBBCCCDDD 2 A_Chase
	REEL A 0 A_JumpIf (special !=226,1)
	REEL A 0 HealThing(1)
   Goto See
  Missile:
    REEL E 0 A_JumpIfCloser (325, "Missile2") 
  Missile1:
    REEL E 5 A_FaceTarget
    REEL F 0 bright A_PlaySound("BlackOps/Attack")
    REEL E 0 A_FaceTarget
    REEL F 2 bright A_CustomBulletAttack(3,3,1,1,"PBBulletPuff")
    REEL E 2
	REEL F 0 bright A_PlaySound("BlackOps/Attack")
    REEL E 0 A_FaceTarget
    REEL F 2 bright A_CustomBulletAttack(3,3,1,1,"PBBulletPuff")
    REEL E 2
    REEL F 0 bright A_PlaySound("BlackOps/Attack")
    REEL E 0 A_FaceTarget
    REEL F 2 bright A_CustomBulletAttack(3,3,1,1,"PBBulletPuff")
    REEL E 2
    REEL E 0 A_CPosRefire
	REEL A 0 A_JumpIf (special !=226,1)
	REEL A 0 HealThing(1)
	Goto Missile1
	DecideaShot:
	REEL E 6 A_FaceTarget
    REEL F 8 BRIGHT  A_JUMP(256,"Grenade1","BRailAttack") 
	REEL F 0 A_Jump(168,"See")
	REEL A 0 A_JumpIf (special !=226,1)
	REEL A 0 HealThing(1)
	Grenade1:
	REEL F 2 A_FaceTarget
	REEL F 0 bright A_PlaySound("weapons/rocklf")
    REEL F 2 bright A_CustomMissile("BlackOpsGrenade", 28, 5, 0)
    REEL E 6 
	REEL E 0 A_JumpIf (special !=226,1)
	REEL E 0 HealThing(1)
    Goto See
	BRailAttack: 
	REEL E 5 A_FaceTarget
	REEL F 5 A_PlaySound("weapons/RailChargePuppet")
    REEL F 0 bright A_PlaySound("BlackOps/Attack2", CHAN_WEAPON, 1, 0, ATTN_NONE)
    REEL F 12 Bright A_CustomRailgun(random(70,100), 0, "none", "Black", 1, 1, 0, "PBRailPuff")
    REEL E 10 bright
    REEL E 10
	REEL E 0 A_JumpIf (special !=226,1)
	REEL E 0 HealThing(1)
	Goto See
  Missile2:
    REEL E 1 A_FaceTarget
    REEL F 0 bright A_PlaySound("BlackOps/Attack2")
    REEL F 3 bright A_CustomBulletAttack(5,5,5,2,"PBBulletPuff")
	REEL E 6 A_FaceTarget
	REEL E 0 A_JumpIfCloser (115, "DecideaShot")
   REEL E 0 A_CPosRefire
   REEL A 0 A_JumpIf (special !=226,1)
	REEL A 0 HealThing(1)
   REEL E 14 A_FaceTarget 
   Goto Missile
    REEL E 0
   Goto See
  Pain:
    REEL G 3
    REEL G 3 A_Pain
   goto See
  Death.Control:
    TNT1 A 0 ACS_Execute(410,0,56)
    TNT1 A 10
    stop
  Death:
    REED A 5 A_GiveToTarget ("MarineExp",10)
    REED B 5 A_Scream
    REED C 5 A_NoBlocking
    REED DEF 5
    REED G 1000 //-1
   stop
  XDeath:
    REED H 5 A_GiveToTarget ("MarineExp",10)
    REED H 5 A_Scream
    REED K 0 Bright A_SpawnItemEx("BlackOpsGib1", 1, 0, 9, 1, 0, 0, -130, 128)
    REED K 0 Bright A_SpawnItemEx("BlackOpsGib2", 6, 0, 7, 8, 0, 0, -90, 128)
    REED K 0 Bright A_SpawnItemEx("BlackOpsGib3", 5, 0, 6, 3, 0, 0, -80, 128)
    REED K 0 Bright A_SpawnItemEx("BlackOpsGib4", 1, 0, 9, 1, 0, 0,  130, 128)
    REED K 0 Bright A_SpawnItemEx("BlackOpsGib5", 6, 0, 7, 8, 0, 0,  90, 128)
    REED K 0 Bright A_SpawnItemEx("BlackOpsGib6", 5, 0, 6, 3, 0, 0,  80, 128)
    REED I 5
    REED J 5 A_NoBlocking
    REED L 5
    REED M 5
    REED N 1000 //-1
   stop
  Death.Fire:
    REED A 3 A_GiveToTarget ("MarineExp",10)
    REEB A 3 A_PlaySound("BlackOpsF/Burn")
    REEB B 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB C 3 A_NoBlocking
    REEB D 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB E 3
    REEB F 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB G 3
    REEB H 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB I 3
    REEB J 3 A_CustomMissile("SpawnFire", 0, 0, 0) 
    REEB K 3
    REEB L 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB M 3
    REEB N 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB O 3
    REEB P 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB Q 3
    REEB R 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB S 3
    REEB T 3 A_CustomMissile("SpawnFire", 0, 0, 0)
    REEB W 3
    REEB V 1000 //-1
   stop
  Raise:
    REED GFEDCBA 3
   goto See
  }
}

Actor BlackOpsGrenade
{
  obituary "%o ate a BlackOps's grenade."
  radius 6
  height 8
  speed 30
  damage 10
  seesound "ZSec/bounce"
  PROJECTILE
  +HEXENBOUNCE
  -NOGRAVITY
  +GRENADETRAIL
  +DONTFALL
  DontHurtShooter
  bouncefactor 0.5
  DontHurtShooter
  bouncecount 10
  states
  {
  Spawn:
    REEG AAA 35 bright
  Death:
    MISL C 0 bright A_PlaySound("weapons/rocklx")
    MISL C 0 bright A_ChangeFlag(NoGravity, 1)
    MISL C 5 bright A_Explode(40,128,1)
    MISL D 4 bright
    MISL E 3 bright
   stop
   }
}

ACTOR BlackOpsGib1
{
    Radius 6
    Height 8
    Speed 10
    Mass 8000
    +DOOMBOUNCE
    +DROPOFF
    +Missile
    scale 1  
    States
    {
    Spawn:
    	REEM B 2
       loop
    Death:
    	REEM B -1
       loop
    }
}

actor BlackOpsGib2
{
    Radius 6
    Height 8
    Speed 10
    Mass 8000
    +DOOMBOUNCE
    +DROPOFF
    +Missile
    scale 1
    States
    {
    Spawn:
    	REEM C 2
       loop
    Death:
    	REEM C -1
       loop
    }
}

actor BlackOpsGib3
{
    Radius 6
    Height 8
    Speed 10
    Mass 8000
    +DOOMBOUNCE
    +DROPOFF
    +Missile
    scale 1
    States
    {
    Spawn:
    	REEM D 2
       loop
    Death:
    	REEM D -1
       loop
    }
}

actor BlackOpsGib4
{
    Radius 6
    Height 8
    Speed 10
    Mass 8000
    +DOOMBOUNCE
    +DROPOFF
    +Missile
    scale 1  
    States
    {
    Spawn:
    	REEM A 2
       loop
    Death:
    	REEM A -1
       loop
    }
}

actor BlackOpsGib5
{
    Radius 6
    Height 8
    Speed 10
    Mass 8000
    +DOOMBOUNCE
    +DROPOFF
    +Missile
    scale 1
    States
    {
    Spawn:
    	REEM G 2
       loop
    Death:
    	REEM G -1
       loop
    }
}	

actor BlackOpsGib6
{
    Radius 6
    Height 8
    Speed 10
    Mass 8000
    +DOOMBOUNCE
    +DROPOFF
    +Missile
    scale 1   
    States
    {
    Spawn:
    	REEM F 2
       loop
    Death:
    	REEM F -1
       loop
    }
}
actor PBBulletPuff :BulletPuff
{
  Damagetype "ZombiesDamage"
 +NOEXTREMEDEATH
}

actor PBRailPuff :BulletPuff
{
  Damagetype "ZombiesDamage"
 +NOEXTREMEDEATH
 }