ACTOR RMPlayerRailPuff : BulletPuff replaces PlayerRailPuff
{
+NODAMAGETHRUST
+THRUSPECIES
DamageType "RailG"
States
{
Spawn:
	TNT1 A 0
	TNT1 A 1 A_SpawnItem("RailgunImpactEffect")
	Stop
	}
}

Actor ShotgunZombie2 : ShotgunZombie replaces ShotgunZombie
{
  States
  {
  Missile:
    ZSP1 E 15 A_FaceTarget
	TNT1 AAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
    ZSP1 F 5 Bright A_CustomBulletAttack(22.5,0,3,Random(1,5))
    ZSP1 E 10 A_FaceTarget
	ZSP1 E 8 A_PlaySound("weapons/12gsgcock")
    TNT1 A 0 A_SpawnItemEx("ShellCasing", -8, 0, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	ZSP1 E 8
    Goto See
  }
}

Actor AssaultShotgunZombie2 : AssaultShotgunZombie replaces AssaultShotgunZombie
{
  States
  {
  Missile:
    ASGZ E 15 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("ShellCasing", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
	TNT1 AAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
    ASGZ F 4 Bright A_CustomBulletAttack(22.5,18.3,4,Random(1,5))
    ASGZ E 8 A_FaceTarget
	TNT1 A 0 A_Jump(80,"Pause")	
	TNT1 A 0 Bright A_CPosRefire
    Goto Missile+1
  }
}

Actor SuperShotgunZombie2 : SuperShotgunZombie replaces SuperShotgunZombie
{
  States
  {
  Normal:
    UDM2 E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/ssgsingleshot")
	TNT1 A 0 A_GiveInventory("SSGZombieToken",1)
	TNT1 AAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
    UDM2 F 4 Bright A_CustomBulletAttack(22.5,0,3,Random(1,5))
    UDM2 E 8 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory("SSGZombieToken",2,"Reload")	
	Goto See
Double:
    TNT1 A 0 A_JumpIfInventory("SSGZombieToken",1,"Normal")
    UDM2 E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/sshotf")
	TNT1 A 0 A_GiveInventory("SSGZombieToken",2)
	TNT1 AAAAAAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
    UDM2 F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4))
    UDM2 E 15 A_FaceTarget
  }
}

Actor QuadShotgunZombie2 : QuadShotgunZombie replaces QuadShotgunZombie
{
  States
  {
  Normal:
    QSZM E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/qsgdoublefire")
	TNT1 A 0 A_GiveInventory("QSGZombieToken",1)
	TNT1 AAAAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
    QSZM F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)) 
    QSZM E 15 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory("QSGZombieToken",2,"Reload")
	Goto See
Quad:
	TNT1 A 0 A_JumpIfInventory("QSGZombieToken",1,"Normal")
    QSZM E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound("weapons/qsgfire")
	TNT1 A 0 A_GiveInventory("QSGZombieToken",2)
	TNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
    QSZM F 5 Bright A_CustomBulletAttack(15.4,10.6,24,Random(1,4))
    QSZM E 25 A_FaceTarget	
  }
}

Actor AssaultRifleZombie2 : AssaultRifleZombie replaces AssaultRifleZombie
{
  States
  {
  Far:
        ARZM E 10 A_FaceTarget
        TNT1 A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
        ARZM F 2 Bright A_CustomBulletAttack(15.4,0,1,Random(1,5))
        ARZM E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
        ARZM F 2 Bright A_CustomBulletAttack(15.4,0,1,Random(1,5))
        ARZM E 2 A_FaceTarget
        TNT1 A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
        ARZM F 2 Bright A_CustomBulletAttack(15.4,0,1,Random(1,5))
        ARZM E 10 A_FaceTarget		
        TNT1 A 0 A_CPosRefire
        Goto Far+1
Close:
        ARZM E 10 A_FaceTarget
        TNT1 A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
        ARZM F 2 Bright A_CPosAttack
        ARZM E 3 A_FaceTarget		
        TNT1 A 0 A_CPosRefire
		Goto Close+1
  }
}

ACTOR BabyDemolisher2 : Arachnotron replaces BabyDemolisher //Don't ask why i copied all this shit
{
  Health 1000
  PainChance 80
  Scale 1.2
  Speed 12
  Radius 52
  SeeSound "minidemo/sight"
  ActiveSound "minidemo/active"
  PainSound "monsters/fusionitepain"
  DeathSound "minidemo/death"
  AttackSound ""
  DropItem "LifeEssence" 140
  DropItem "ArmorBonusMax" 140
  DamageFactor "Baby15K", 0.0
  Species "BabySpiders"
  +MISSILEMORE
  Obituary "%o got %p ass beat by a Baby Demolisher."
  States
  {
  Spawn:
    MSPI A 10 A_Look
    Loop
  See:
    MSPI A 2 A_BabyMetal
    MSPI ABBCC 2 A_Chase
    MSPI D 2 A_BabyMetal
    MSPI DEEFF 2 A_Chase
    Loop
  Pause:
    MSPI A 10
    Goto See
  Missile:
    TNT1 A 0 A_Jump(62,"BFG15K")
  Normal:
    TNT1 A 0 A_PlaySound("monsters/darkmasterwind")
    MSPI A 15 A_FaceTarget
	TNT1 A 0 Bright A_PlaySound("monsters/darkmasterwind2")
	TNT1 A 0 Bright A_PlaySoundEx("weapons/minigunfire","Weapon")
	TNT1 A 0 Bright A_CustomMissile("MonsterTracer",Random(26,30),0,Random(5,-5),0)
	TNT1 A 0 Bright A_SpawnItemEx("RifleCasing", 8, 8, 18, Random(2, 6), 0, Random(1, 3), Random(80, 90), 128)
    MSPI Q 2 Bright A_CustomBulletAttack(20.0, 0, 1, Random(1,5), "BabyPuff")
	TNT1 A 0 Bright A_PlaySoundEx("weapons/minigunfire","Weapon")	
    TNT1 A 0 Bright A_SpawnItemEx("RifleCasing", 8, -8, 18, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)	
    MSPI R 2 Bright A_CustomBulletAttack(20.0, 0, 1, Random(1,5), "BabyPuff")
	TNT1 A 0 A_Jump(3,"Pause","BFG15K")
    TNT1 A 0 A_SpidRefire
    Goto Normal+2
  BFG15K:
	TNT1 A 0 A_PlaySound("weapons/charge15k")
    MSPI G 18 Bright A_FaceTarget
	MSPI G 6 Bright A_FaceTarget
    MSPI H 4 Bright A_CustomMissile("BabyDemo15K",20,0,Random(4,-4)) 
    MSPI G 6 Bright A_FaceTarget
    MSPI H 4 Bright A_CustomMissile("BabyDemo15K",20,0,Random(4,-4)) 
    MSPI G 6 Bright A_FaceTarget	
    MSPI H 4 Bright A_CustomMissile("BabyDemo15K",20,0,Random(4,-4)) 	
    MSPI G 20 Bright A_PlaySound("weapons/bfg15kcooldown",CHAN_AUTO)
    Goto See
  Pain:
    TNT1 A 0 A_Jump(87,"PainMissile")
    MSPI I 12 A_Pain
    Goto See
  PainMissile:
	MSPI I 12 A_Pain
    Goto Missile
  Death:
    MSPI I 20 A_Scream
	MSPI J 6
	TNT1 AAA 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	MSP2 KKKKK 2 Bright A_CustomMissile("Kaboom2", random(20,40), random(10,-10), random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_CustomMissile("SmokeFX2", random(20,40), 0, random(0,360), 2, random(0,360))
    MSPI L 6 A_NoBlocking
    MSPI MN 6
    MSPI O 6
    MSPI P -1 A_KillMaster
    Stop
  Raise:
  	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
    MSPI PONMLKJ 5
    Goto See+1
  }
}

Actor CyberNoble2 : CyberNoble replaces CyberNoble
{
  States
  {
  Normal: //Who's brilliant idea was it to give hitscan to a hellknight?
    CBOS E 8 A_FaceTarget
	CBOS E 10 A_FaceTarget
	TNT1 A 0 A_SpawnItemEx("ShellCasing", 0, 12, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	TNT1 AAA 0 A_CustomMissile("ProjectileBullet",40,0,Random(-1000,1000)/100.00,0)
	TNT1 A 0 A_CustomBulletAttack(22.5, 18.3, 4, Random(1,5), "CyNoblePuff")
	CBOS F 2 Bright A_PlaySoundEx("AShotgun/Fire","Weapon")
    TNT1 A 0 A_Jump(64,"Pause")
    TNT1 A 0 A_SpidRefire
	Goto Normal+1
  }
}

ACTOR DukeWalkFire~ : DukeWalkFire replaces DukeWalkFire
{
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, "Toaster")
    TNT1 A 10
    GRGF ABC 3 Bright
    TNT1 A 0 A_Jump(191,3)
    TNT1 A 0 A_CustomMissile("DukeWalkFire", 0, 24, 0)
    TNT1 A 0 A_CustomMissile("DukeWalkFire", 0, -24, 0)
    GRGF DEFGHIJKLMNO 3 Bright
    Stop
  Toaster:
    TNT1 A 0
	Stop
    }
}

