
ACTOR RLZombiemanBase : RLMonster
{
  Health 20
  Radius 20
  Height 56
  Speed 8
  Mass 100
  
  PainChance 200
  
  DamageFactor "Purifying", 2.0 // Final Doomer Damagetype
  DamageFactor "Exorcist", 3.0 // LegenDoom Damagetype
  
  SeeSound "grunt/sight"
  PainSound "grunt/pain"
  DeathSound "grunt/death"
  ActiveSound "grunt/active"
  
  +AVOIDMELEE
  -DONTHARMSPECIES
  
  Obituary "%o was finished off by a Former Human."
  Species "RLFormerHuman"
  Tag "Former Human"
  
	//Guncaster extras
  
	//Resists & Weaknesses
	DamageFactor UndeadGoHome, 2.0

	//Chance Effects
	PainChance Lightning, 192
	PainChance LightningBlue, 24
	PainChance Manuel, 200
	PainChance Fire, 200
  States
  {
  ArsenalMissileCheck:
	"####" "#" 0 A_JumpIf(CallACS("DRLA_specialstarts") == 2, "Duke2LaserAttack")
    "####" "#" 0 A_JumpIfInventory("DRPGShadowAuraToken", 1, "ShadowAuraMissileAttack") // DRPG Shadow Aura
    "####" "#" 0 A_JumpIfInventory("LDLegendaryMonsterTransformed", 1, "LegendaryMissileAttack") // LegenDoom legendary monster
    "####" "#" 0 A_JumpIf(1, "MissileProper")
	Goto MissileProper
//==============================================================================
//					--	GunCaster Compatibility Stuff  --
//==============================================================================	

			//Corpseblast
	CorpseBlastA:
		"####" "#" 0 A_SpawnItemEx("ZombiemanBlast",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
		Stop
	CorpseBlastB:
		"####" "#" 0 A_SpawnItemEx("ZombiemanBlast",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
		"####" "#" 0 A_TakeInventory("CorpseTrigger2",1)
		"####" "#" 0 A_JumpIf(1,"DeathEnd")
		Goto DeathEnd
	CorpseBlastC:
		"####" "#" 0 A_SpawnItemEx("ZombiemanBlast",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)
		"####" "#" 0 A_TakeInventory("CorpseTrigger2",1)
		"####" "#" 0 A_JumpIf(1,"XDeathEnd")
		Goto XDeathEnd
  }
}
