ACTOR HomingRocketZombie
{

   Health 120
   Radius 20
   Height 56
   Mass 100
   Speed 8
   PainChance 90
   Monster
   +FLOORCLIP
   +MissileMore
   SeeSound "grunt/sight"
   PainSound "grunt/pain"
   Deathsound "grunt/death"
   ActiveSound "grunt/active"
   PainChance "ZombieRocket", 0
   DropItem "PortableMedkit" 120
   DropItem "ArmorPlate" 120
   DropItem "AmmoPack" 80
   DropItem "MissileBox" 256 5
   DropItem "HandGrenadeAmmo" 200 1
   DropItem "MineAmmo" 100 1
   DamageFactor "ZombieRocket", 0.25
   Obituary "%o was splattered by a Rocket Zombie's Homing rocket."
   States
   {
   Spawn:
    MMGY A 10 A_Look
	MMGI A 10 A_Look
    Loop
   See:
	MMGY AABB 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    MMGY CCDD 3 A_Chase
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	Loop
   Missile:
    MMGY E 14 A_FaceTarget
    MMGY F 6 Bright A_CustomMissile("ZombieHomingRocket", 50, 0, 0)
	MMGY E 20 A_PlaySound("rocket/drumspin")
    Goto See
   Pain:
	  MMGY H 2
	  MMGY H 2 A_Pain
	  Goto See
   Death:
	  MMGY I 4
	  MMGY J 4 A_Scream
	  MMGY K 4 A_SpawnItem("BodyCrash",0,0,0,0)
	  MMGY L 4 A_Fall
	  MMGY L -1
	  Stop
   XDeath:
	  MMGY M 5
	  MMGY O 5 A_XScream
	  MMGY P 5 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	  MMGY Q 5 A_Fall
	  MMGY RSTU 5
	  MMGY U -1
	  Stop
   Raise:
      TNT1 A 0
	  TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	  MMGY LLKJI 5
	  Goto See
   }
}

ACTOR ZombieHomingRocket : HellFireRocket
{
Damage 20
DamageType "ZombieRocket"
-THRUSPECIES
}