actor MZombieMan : ZombieMan 
{
  health 50// 20
  radius 20
  height 56
  mass 100
  speed 8
  PainChance "Control", 255
  DamageFactor "Control", 1
  dropitem "MClip" 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
  
  states
  {
  Spawn:
    POSS A 10 A_Look
	POSS B 10 
	POSS A 0 Thing_SetSpecial (0,226,409,0,health)
	loop	
  See:
    POSS AABBCCDD 4 A_Chase
	POSS A 0 A_JumpIf (special != 226,1) 
	loop	
	POSS A 0 Thing_SetSpecial (0,226,409,0,health)
	goto see	
  Missile:
    POSS E 10 A_FaceTarget
    POSS F 8 bright A_CustomBulletAttack (11.5,7.5,1,4,"FBulletPuff")
    POSS E 8
    POSS E 0 A_Jump(96, "Missile")
    goto See
  Death.Control:
    TNT1 A 0 ACS_Execute(410,0,2)
	TNT1 A 10
	stop
  Death:
    POSS H 5 A_GiveToTarget ("MarineExp",1)
    POSS I 5 A_Scream
    POSS J 5 A_NoBlocking
    POSS K 5
    POSS L 1000
    stop
  XDeath:
    POSS M 5 A_GiveToTarget ("MarineExp",1)
    POSS N 5 A_XScream
    POSS O 5 A_NoBlocking
    POSS PQRST 5
    POSS U 1000
    stop
  }
}

// ChainSawZombie

ACTOR MChainsawZombie 
{ 

    Health 120 
    Radius 20 
    Height 56 
    Speed 20 
    MeleeDamage 12
    PainChance 20
	PainChance "Control", 255
    DamageFactor "Control", 1
	
	dropitem "MChainsaw" 32
	
    MONSTER 
    +FLOORCLIP 
    Obituary "%o was sliced by a madman zombie with a chainsaw!" 
    SeeSound "grunt/sight" 
    MeleeSound "weapons/sawhit" 
    PainSound "grunt/pain" 
    DeathSound "grunt/death" 
    ActiveSound "grunt/active"  
	
	// 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
	
    States 
    { 
    Spawn: 
        CHAN AB 10 A_Look 
		CHAN A 0 Thing_SetSpecial (0,226,409,0,health)
        //CHAN B 0 A_PlayWeaponSound("weapons/sawidle")
        Loop 
    See: 
        CHAN A 4 A_Chase 
        CHAN B 4 A_Chase 
        CHAN B 0 A_PlayWeaponSound("weapons/sawidle") 
        CHAN C 4 A_Chase 
        CHAN D 4 A_Chase 
        CHAN D 0 A_PlayWeaponSound("weapons/sawidle") 
        CHAN A 4 A_Chase 
        CHAN B 4 A_Chase 
        CHAN B 0 A_PlayWeaponSound("weapons/sawidle") 
        CHAN C 4 A_Chase 
        CHAN D 4 A_Chase 
        CHAN D 0 A_PlayWeaponSound("weapons/sawidle") 
        CHAN A 0 A_JumpIf (special != 226,1) 
	    loop	
	    CHAN A 0 Thing_SetSpecial (0,226,409,0,health)
	    goto see 
    Melee: 
        CHAN E 1 A_FaceTarget 
        CHAN E 2
		CHAN F 3 A_M_Saw
        Goto See 
    Pain: 
        CHAN G 5 
        CHAN G 3 A_Pain 
        Goto See 
    Death: 
        CHAN H 5 A_GiveToTarget ("MarineExp",2) 
        CHAN I 5 A_Scream 
        CHAN J 5 A_Fall 
        CHAN KLM 5 
        CHAN N 1000
        Stop
	Death.Control:
        TNT1 A 0 ACS_Execute(410,0,19)
	    TNT1 A 10
	    stop	
    XDeath:
        CHAN O 5 A_GiveToTarget ("MarineExp",2)
        CHAN P 5 A_XScream
        CHAN Q 5 A_Fall
        CHAN RSTUV 5
        CHAN W 1000
        Stop
    Raise: 
        CHAN NMLKJIH 5 
        Goto See 
    } 
}

ACTOR MPlasmaZombie
{
  Health 120 //50
  Radius 20
  Height 56
  Speed 8
  PainChance 100
  MissileType ZTPlasmaBall
  MONSTER 
  +FLOORCLIP 

  SeeSound "grunt/sight"
  AttackSound "grunt/attack"
  PainSound "grunt/pain"
  DeathSound "grunt/death"
  ActiveSound "grunt/active"
  Obituary "%o got burned by a Plasma Zombie."
  DropItem "MCell" 0 //updated
  dropitem "MPlasmaRifle" 32 //256

  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
  DamageFactor "viledamage", 0.5
  DamageFactor "ZombiesDamage", 0.5
  DamageFactor "ZombieTankDamage", 0

    States
    {
    Spawn:
        ZMAY AB 10 A_Look
	ZMAY A 0 Thing_SetSpecial (0,226,409,0,health)
        Loop
    See:
        ZMAY AABBCCDD 4 A_Chase
	ZMAY A 0 A_JumpIf (special != 226,1) 
	loop	
	ZMAY A 0 Thing_SetSpecial (0,226,409,0,health)
	goto see	
    Missile:
        ZMAY E 5 A_FaceTarget
        ZMAY F 2 bright A_MissileAttack
        ZMAY E 1 A_FaceTarget
        ZMAY F 2 bright A_MissileAttack
        ZMAY E 1 A_FaceTarget
        ZMAY F 2 bright A_MissileAttack
        ZMAY E 15
        Goto See
    Pain:
        ZMAY G 3
        ZMAY G 3 A_Pain
        Goto See
    Death.Control:
        TNT1 A 0 ACS_Execute(410,0,44)
        TNT1 A 10
        stop
    Death:
        ZMAY H 5 A_GiveToTarget ("MarineExp",3)
        ZMAY I 5 A_Scream
        ZMAY J 5 A_Fall
        ZMAY K 5
		ZMAY L 1 A_JumpIf(random(1,3) == 3, 2)
        ZMAY L -1//1000
        Stop
			ZMAY L 500
			Stop
    XDeath:
        ZMAY O 5 A_GiveToTarget ("MarineExp",3)
        ZMAY P 5 A_XScream
        ZMAY Q 5 A_Fall
        ZMAY RSTU 5
		ZMAY V 1 A_JumpIf(random(1,3) == 3, 2)
        ZMAY V -1//1000
        Stop
			ZMAY V 500
			Stop
    Raise:
        ZMAY KJIH 5
        Goto See
    }
}

ACTOR ZombieMissileTank 21014
{
    Tag "ZombieMissileTank"
    Health 1575
    Painchance 40
    PainChance "Control", 255
    DamageFactor "Control", 1
    Speed 5
    Radius 27
    Height 72
    Mass 1100
    SeeSound "ZMTank/see"
    AttackSound "ZMTank/missile"
    PainSound "ZMTank/pain"
    DeathSound "ZMTank/death"
    DropItem MZombieMan
    Obituary "%o was exploded by a zombie in a missile tank."
	SPECIES "MonsterFallenColonelSpecies"
    MONSTER 
    +FLOORCLIP
	+NORADIUSDMG
	+NOBLOOD
	+MISSILEMORE
	+DONTHARMSPECIES
	+DONTHURTSPECiES

    // takes damage from 
    DamageFactor "BFGSplash", 0.6
    DamageFactor "MarineRLDamage", 1
    DamageFactor "MarineRail", 0.6
    DamageFactor "MarineSuperweapon", 0.2 //added for custom weapons 
    DamageFactor "PorkDamage", 0
    DamageFactor "MarineDamage", 1
    DamageFactor "ImpBallDamage", 0.2
    DamageFactor "CacoDamage", 0.2
    DamageFactor "SkelDamage", 0.2
    DamageFactor "FatsoDamage", 0.2
    DamageFactor "KnightDamage", 0.2
    DamageFactor "ArachDamage", 0.2
    DamageFactor "viledamage", 0.2
    DamageFactor "ZombiesDamage", 0.2
	DamageFactor "ZombieTankDamage", 0

    States
    {
    Spawn:
        ZMTK A 8 A_Look
        ZMTK A 0 Thing_SetSpecial (0,226,409,0,health)
		ZMTK A 0 HealThing(10)
        Loop
    See:
        ZMTK A 0 A_PlaySound ("ZMTank/Run")
        ZMTK AABBCC 1 A_Chase
        ZMTK A 0 A_JumpIf (special != 226,1)
		ZMTK A 0 HealThing(2)
        Loop
        ZMTK A 0 Thing_SetSpecial (0,226,409,0,health)
       goto see 
    Missile:
        ZMTK A 8 A_FaceTarget
        ZMTK E 3 Bright A_CustomMissile("ZombieTankMissile",55,32,359,0) 
		ZMTK A 8 A_FaceTarget
        ZMTK D 3 Bright A_CustomMissile("ZombieTankMissile",55,-29,359,0) 
        Goto See
    Pain:
        ZMTK F 4 A_Pain
        ZMTK F 4
        Goto See
		
	Death.Control:
        TNT1 A 0 ACS_Execute(410,0,54)
        TNT1 A 10
         stop	
    Death:
        ZMTK G 4 A_GiveToTarget ("MarineExp",10)
        ZMTK G 4 A_Scream
        ZMTK H 8 A_SpawnItemEx("ZombieMissileTankGun", -40, 0, 30, 12, 0, 0, 64, 128)
        ZMTK I 8 A_SpawnItemEx("ZombieMissileTankGun", 40, 0, 30, 12, 0, 0, 192, 128)
        ZMTK J 8 A_CustomMissile ("ZombieTankExplosion", 48, 0, 0)
        ZMTK K 8 A_Fall
        ZMTK L 8
        ZMTK M 8 A_SpawnItemEx("ZTankSmoke", 0, 0, 48, 0, 0, 0, 0, 128)
        ZMTK N 8
		ZMTK O 1 A_JumpIf(random(1,3) == 3, 2)
        ZMTK O -1
        Stop
		      ZMTK O 100
			  Stop
			  
	XDeath:
        ZMTK G 4 A_GiveToTarget ("MarineExp",10)
        ZMTK G 4 A_Scream
        ZMTK H 8 A_SpawnItemEx("ZombieMissileTankGun", -40, 0, 30, 12, 0, 0, 64, 128)
        ZMTK I 8 A_SpawnItemEx("ZombieMissileTankGun", 40, 0, 30, 12, 0, 0, 192, 128)
        ZMTK J 8 A_CustomMissile ("ZombieTankExplosion", 48, 0, 0)
        ZMTK K 8 A_Fall
        ZMTK L 8
        ZMTK M 8 A_SpawnItemEx("ZTankSmoke", 0, 0, 48, 0, 0, 0, 0, 128)
        ZMTK N 8
		ZMTK O 1 A_JumpIf(random(1,3) == 3, 2)
        ZMTK O -1
        Stop
		      ZMTK O 100
			  Stop
    
    Raise: 
        ZMTK NMLKJIHG 40 
        Goto See
    }
}

ACTOR ZombieTankMissile
{
   Radius 8
   Height 11
   Speed 16
   Damage 5
   DamageType "ZombieTankDamage"
   DeathSound "ZMTank/missileX"
   SeeSound "ZMTank/missile"
   ExplosionDamage 27
   ExplosionRadius 38
   PROJECTILE
   Decal Scorch
   +Rockettrail
   +THRUGHOST
   +MISSILE
   States
   {
   Spawn:
      ZMIS A 2 Bright
      ZMIS A 5 Bright
      Goto Spawn
   Death:
      ZMIS C 0 Bright A_SetTranslucent (0.67,1)
      ZMIS B 8 Bright A_Explode
      ZMIS CD 5 Bright
      stop
   }
}

ACTOR ZombieMissileTankGun
{
Radius 4
Height 4
Mass 5
Speed 12
DamageType "ZombieTankDamage"
+CLIENTSIDEONLY
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
+DOOMBOUNCE
+NoTarget
States
{
Spawn:
ZTNM A 3
ZTNM B 3
ZTNM C 3
ZTNM D 3
ZTNM E 3
ZTNM F 3
ZTNM G 3
Loop
Death:
ZTNM G 1
ZTNM G -1
Stop
   }
}

ACTOR ZombiePlasmaTank 21013
{
    Tag "ZombiePlasmaTank"
    Health 1450
    Painchance 50
    PainChance "Control", 255
    DamageFactor "Control", 1
    Speed 6
    Radius 27
    Height 72
    Mass 1000
    SeeSound "ZPTank/see"
    AttackSound "ZPTank/attack"
    PainSound "ZPTank/pain"
    DeathSound "ZPTank/death"
    DropItem MPlasmaZombie
    Obituary "%o was melted by a zombie in a plasma tank."
    SPECIES "MonsterFallenColonelSpecies"
    MONSTER 
	+NOBLOOD
    +FLOORCLIP
    +DONTHARMSPECIES
	+DONTHURTSPECIES
    // takes damage from 
    DamageFactor "BFGSplash", 0.6
    DamageFactor "MarineRLDamage", 1
    DamageFactor "MarineRail", 0.6
    DamageFactor "MarineSuperweapon", 0.2 //added for custom weapons 
    DamageFactor "PorkDamage", 0
    DamageFactor "MarineDamage", 1
    DamageFactor "ImpBallDamage", 0.2
    DamageFactor "CacoDamage", 0.2
    DamageFactor "SkelDamage", 0.2
    DamageFactor "FatsoDamage", 0.2
    DamageFactor "KnightDamage", 0.2
    DamageFactor "ArachDamage", 0.2
    DamageFactor "viledamage", 0.2
    DamageFactor "ZombiesDamage", 0.2
	DamageFactor "ZombieTankDamage", 0

    States
    {
    Spawn:
        ZPTK A 8 A_Look
        ZPTK A 0 Thing_SetSpecial (0,226,409,0,health)
		ZPTK A 0 HealThing(10)
        Loop
    See:
        ZPTK A 0 A_PlaySound ("ZPTank/Run")
        ZPTK AABBCC 1 A_Chase
        ZPTK A 0 A_JumpIf (special != 226,1)
		ZPTK A 0 HealThing(2)
        Loop
        ZPTK A 0 Thing_SetSpecial (0,226,409,0,health)
        goto see 
    Missile:
        ZPTK A 6 A_FaceTarget
		ZpTK E 3 BRIGHT
        ZPTK E 0 BRIGHT A_CustomMissile("ZTPlasmaBall",65,32,359,0)
        TNT1 A 0 BRIGHT A_CustomMissile("ZTPlasmaBall",55,32,359,0)
        ZPTK A 6 A_FaceTarget
		ZPTK D 3 BRIGHT
        ZPTK D 0 BRIGHT A_CustomMissile("ZTPlasmaBall",65,-29,359,0)
        TNT1 A 0 BRIGHT A_CustomMissile("ZTPlasmaBall",55,-29,359,0)
		ZPTK A 0 A_Jump(128,1)
        goto See 
        ZPTK A 0 A_CPosRefire
        goto Missile 
    Pain:
        ZPTK F 4 A_Pain
        ZPTK F 4
        Goto See
		
	Death.Control:
        TNT1 A 0 ACS_Execute(410,0,55)
        TNT1 A 10
         stop
    Death:
        ZPTK G 4 A_GiveToTarget ("MarineExp",10)
        ZPTK G 4 A_Scream
        ZPTK H 8 A_SpawnItemEx("ZombiePlasmaTankGun", -40, 0, 30, 12, 0, 0, 64, 128)
        ZPTK I 8 A_SpawnItemEx("ZombiePlasmaTankGun", 40, 0, 30, 12, 0, 0, 192, 128)
        ZPTK J 8 A_CustomMissile ("ZombieTankExplosion", 48, 0, 0)
        ZPTK K 8 A_Fall
        ZPTK L 8
        ZPTK M 8 A_SpawnItemEx("ZTankSmoke", 0, 0, 48, 0, 0, 0, 0, 128)
        ZPTK N 8
		ZPTK O 1 A_JumpIf(random(1,3) == 3, 2)
        ZPTK O -1
        Stop
		     ZPTK O 100
			 Stop
			 
	XDeath:
        ZPTK G 4 A_GiveToTarget ("MarineExp",10)
        ZPTK G 4 A_Scream
        ZPTK H 8 A_SpawnItemEx("ZombiePlasmaTankGun", -40, 0, 30, 12, 0, 0, 64, 128)
        ZPTK I 8 A_SpawnItemEx("ZombiePlasmaTankGun", 40, 0, 30, 12, 0, 0, 192, 128)
        ZPTK J 8 A_CustomMissile ("ZombieTankExplosion", 48, 0, 0)
        ZPTK K 8 A_Fall
        ZPTK L 8
        ZPTK M 8 A_SpawnItemEx("ZTankSmoke", 0, 0, 48, 0, 0, 0, 0, 128)
        ZPTK N 8
		ZPTK O 1 A_JumpIf(random(1,3) == 3, 2)
        ZPTK O -1
        Stop
		     ZPTK O 100
			 Stop
    	
    Raise: 
        ZPTK NMLKJIHG 40 
        Goto See
    }
}

ACTOR ZombiePlasmaTankGun
{
Radius 4
Height 4
Mass 5
Speed 12
DamageType "ZombieTankDamage"
+NOBLOCKMAP
+DROPOFF
+MISSILE
+NOTELEPORT
+DOOMBOUNCE
+NoTarget
+CLIENTSIDEONLY
States
{
Spawn:
ZPTG A 3
ZPTG B 3
ZPTG C 3
ZPTG D 3
ZPTG E 3
ZPTG F 3
ZPTG G 3
Loop
Death:
ZPTG G 1
ZPTG G -1
Stop
}
}

ACTOR ZombieTankExplosion
{
  RENDERSTYLE ADD
  ALPHA 0.7
  Radius 10
  Height 32
  Speed 0
  DamageType "ZombieTankDamage"
  SeeSound "ZTank/explode"
  PROJECTILE
  +FIREDAMAGE
  +NOCLIP
 States
   {
   Spawn:
      ZTXP ABCD 2 BRIGHT
      ZTXP E 2 BRIGHT A_Explode (32, 128, 0) 
      ZTXP FGH   2 BRIGHT 
      ZTXP IJKLM 2 BRIGHT
      ZTXP N 2 BRIGHT A_SetTranslucent(.7, 1)
      ZTXP O 2 BRIGHT A_SetTranslucent(.65, 1)
      ZTXP P 2 BRIGHT A_SetTranslucent(.6, 1)
      ZTXP Q 2 BRIGHT A_SetTranslucent(.55, 1)
      ZTXP R 2 BRIGHT A_SetTranslucent(.5, 1)
      ZTXP S 2 BRIGHT A_SetTranslucent(.4, 1)
      ZTXP T 2 BRIGHT A_SetTranslucent(.3, 1)
      Stop
   }
}

Actor ZTankSmoke //Temporary smoke puff
{
    Height 4
    Radius 4
    +NoGravity
	+CLIENTSIDEONLY
    Mass 5
    States
    {
    Spawn:
    	TNT1 A 1 A_CustomMissile("ZTSmokeA", 0, 10, random(0, 360), 2, random(80, 100))
	TNT1 A 1 A_CustomMissile("ZTSmokeB", 0, 10, random(0, 360), 2, random(80, 100))
	TNT1 A 1 A_CustomMissile("ZTSmokeC", 0, 10, random(0, 360), 2, random(80, 100))
	TNT1 A 1 A_CustomMissile("ZTSmokeD", 0, 10, random(0, 360), 2, random(80, 100))
	TNT1 A 1 A_CustomMissile("ZTSmokeA", 0, 10, random(0, 360), 2, random(80, 100))
	TNT1 A 1 A_CustomMissile("ZTSmokeB", 0, 10, random(0, 360), 2, random(80, 100))
	TNT1 A 1 A_CustomMissile("ZTSmokeC", 0, 10, random(0, 360), 2, random(80, 100))
	TNT1 A 1 A_CustomMissile("ZTSmokeD", 0, 10, random(0, 360), 2, random(80, 100))
	TNT1 A 1 A_CustomMissile("ZTSmokeA", 0, 10, random(0, 360), 2, random(80, 100))
	TNT1 A 1 A_CustomMissile("ZTSmokeB", 0, 10, random(0, 360), 2, random(80, 100))
	TNT1 A 1 A_CustomMissile("ZTSmokeC", 0, 10, random(0, 360), 2, random(80, 100))
	TNT1 A 1 A_CustomMissile("ZTSmokeD", 0, 10, random(0, 360), 2, random(80, 100))
	TNT1 A 1 A_CustomMissile("ZTSmokeA", 0, 10, random(0, 360), 2, random(80, 100))
	TNT1 A 1 A_CustomMissile("ZTSmokeB", 0, 10, random(0, 360), 2, random(80, 100))
	TNT1 A 1 A_CustomMissile("ZTSmokeC", 0, 10, random(0, 360), 2, random(80, 100))
	TNT1 A 1 A_CustomMissile("ZTSmokeD", 0, 10, random(0, 360), 2, random(80, 100))
	TNT1 A 1 A_CustomMissile("ZTSmokeA", 0, 10, random(0, 360), 2, random(80, 100))
	TNT1 A 1 A_CustomMissile("ZTSmokeB", 0, 10, random(0, 360), 2, random(80, 100))
	Stop
    }
}

Actor ZTSmokeA
{
    Projectile
    RenderStyle Translucent
    Mass 5
    speed 1
    Alpha .5
    Scale .7
    +noclip
    +DONTSPLASH
    -ACTIVATEIMPACT 
    -ACTIVATEPCROSS 
	+CLIENTSIDEONLY
    States
    {
    Spawn:
    	TSM1 I 4 
    	TSM1 H 4 
    	TSM1 G 4 
    	TSM1 F 4 
    	TSM1 E 2 A_SetTranslucent(.45, 0)
    	TSM1 E 2 A_SetTranslucent(.4, 0)
    	TSM1 D 2 A_SetTranslucent(.35, 0)
    	TSM1 D 2 A_SetTranslucent(.3, 0)
    	TSM1 C 2 A_SetTranslucent(.25, 0)
    	TSM1 C 2 A_SetTranslucent(.2, 0)
    	TSM1 B 1 A_SetTranslucent(.18, 0)
    	TSM1 B 1 A_SetTranslucent(.16, 0)
    	TSM1 B 1 A_SetTranslucent(.14, 0)
    	TSM1 B 1 A_SetTranslucent(.12, 0)
    	TSM1 A 1 A_SetTranslucent(.1, 0)
    	TSM1 A 1 A_SetTranslucent(.08, 0)
    	TSM1 A 1 A_SetTranslucent(.06, 0)
    	TSM1 A 1 A_SetTranslucent(.04, 0)
    Stop
    }
}

Actor ZTSmokeB
{
    Projectile
    RenderStyle Translucent
    Mass 5
    speed 2
    Alpha .5
    //Scale .35
    Scale .7
    +noclip
    +DONTSPLASH
    -ACTIVATEIMPACT 
    -ACTIVATEPCROSS 
	+CLIENTSIDEONLY
    States
    {
    Spawn:
    	TSM2 I 4 
    	TSM2 H 4 
    	TSM2 G 4 
    	TSM2 F 4 
    	TSM2 E 2 A_SetTranslucent(.45, 0)
    	TSM2 E 2 A_SetTranslucent(.4, 0)
    	TSM2 D 2 A_SetTranslucent(.35, 0)
    	TSM2 D 2 A_SetTranslucent(.3, 0)
    	TSM2 C 2 A_SetTranslucent(.25, 0)
    	TSM2 C 2 A_SetTranslucent(.2, 0)
    	TSM2 B 1 A_SetTranslucent(.18, 0)
    	TSM2 B 1 A_SetTranslucent(.16, 0)
    	TSM2 B 1 A_SetTranslucent(.14, 0)
    	TSM2 B 1 A_SetTranslucent(.12, 0)
    	TSM2 A 1 A_SetTranslucent(.1, 0)
    	TSM2 A 1 A_SetTranslucent(.08, 0)
    	TSM2 A 1 A_SetTranslucent(.06, 0)
    	TSM2 A 1 A_SetTranslucent(.04, 0)
    Stop
    }
}

Actor ZTSmokeC
{
    Projectile
    RenderStyle Translucent
    Mass 5
    speed 3
    Alpha .5
    //Scale .35
    Scale .7
    +noclip
    +DONTSPLASH
    -ACTIVATEIMPACT 
    -ACTIVATEPCROSS 
	+CLIENTSIDEONLY
    States
    {
    Spawn:
    	TSM3 I 4 
    	TSM3 H 4 
    	TSM3 G 4 
    	TSM3 F 4 
    	TSM3 E 2 A_SetTranslucent(.45, 0)
    	TSM3 E 2 A_SetTranslucent(.4, 0)
    	TSM3 D 2 A_SetTranslucent(.35, 0)
    	TSM3 D 2 A_SetTranslucent(.3, 0)
    	TSM3 C 2 A_SetTranslucent(.25, 0)
    	TSM3 C 2 A_SetTranslucent(.2, 0)
    	TSM3 B 1 A_SetTranslucent(.18, 0)
    	TSM3 B 1 A_SetTranslucent(.16, 0)
    	TSM3 B 1 A_SetTranslucent(.14, 0)
    	TSM3 B 1 A_SetTranslucent(.12, 0)
    	TSM3 A 1 A_SetTranslucent(.1, 0)
    	TSM3 A 1 A_SetTranslucent(.08, 0)
    	TSM3 A 1 A_SetTranslucent(.06, 0)
    	TSM3 A 1 A_SetTranslucent(.04, 0)
    Stop
    }
}

Actor ZTSmokeD
{
    Projectile
    RenderStyle Translucent
    Mass 5
    speed 1
    Alpha .5
    //Scale .35
    Scale .7
    +noclip
    +DONTSPLASH
    -ACTIVATEIMPACT 
    -ACTIVATEPCROSS 
	+CLIENTSIDEONLY
    States
    {
    Spawn:
    	TSM4 I 4 
    	TSM4 H 4 
    	TSM4 G 4 
    	TSM4 F 4 
    	TSM4 E 2 A_SetTranslucent(.45, 0)
    	TSM4 E 2 A_SetTranslucent(.4, 0)
    	TSM4 D 2 A_SetTranslucent(.35, 0)
    	TSM4 D 2 A_SetTranslucent(.3, 0)
    	TSM4 C 2 A_SetTranslucent(.25, 0)
    	TSM4 C 2 A_SetTranslucent(.2, 0)
    	TSM4 B 1 A_SetTranslucent(.18, 0)
    	TSM4 B 1 A_SetTranslucent(.16, 0)
    	TSM4 B 1 A_SetTranslucent(.14, 0)
    	TSM4 B 1 A_SetTranslucent(.12, 0)
    	TSM4 A 1 A_SetTranslucent(.1, 0)
    	TSM4 A 1 A_SetTranslucent(.08, 0)
    	TSM4 A 1 A_SetTranslucent(.06, 0)
    	TSM4 A 1 A_SetTranslucent(.04, 0)
    Stop
    }
}

ACTOR ZTPlasmaBall : Ammo
{
	Game Doom
	Radius 13
	Height 8
	Speed 40
	Damage 5
	Projectile
	+RANDOMIZE
	RenderStyle Add
	Alpha 0.75
	SeeSound "weapons/plasmaf"
	DeathSound "weapons/plasmax"
	Obituary "$OB_MPPLASMARIFLE"
	DamageType "ZombieTankDamage"
	States
	{
	Spawn:
		PLTS AB 6 Bright
		Loop
	Death:
		PLTE ABCDE 4 Bright
		Stop
	}
}