This guy was just for testing

Class DumdassGuy : Zombieman
{
	Default
	{
	Health 9999999999999;
	PainChance 0;
	Obituary "you're not allowed to see this guy, %o";
	DropItem "none";
	}
	States
	{
	Spawn:
		POSS AB 10 A_Look;
		Loop;
	See:
		POSS AABBCCDD 4 A_Chase;
		Loop;
	Missile:
		POSS E 10 A_FaceTarget;
		POSS F 8 A_SpawnProjectile("MY_DOCUMI");
		POSS E 8;
		Goto See;
	Pain:
		POSS G 3;
		POSS G 3 A_Pain;
		Goto See;
	Death:
		POSS H 5;
		POSS I 5 A_Scream;
		POSS J 5 A_NoBlocking;
		POSS K 5;
		POSS L -1;
		Stop;
	}
}


This one is supposed to be the original mamahuevaso actor attack, it's scrapped because I realise that
the attack is already good as it is.

XDeath:  
		AVIA KK 1 A_FaceTarget();
		TNT1 A 0 A_PlaySound ("CacoBird/Whoosh");
		AVIA LM 1 A_FaceTarget();
		TNT1 A 0 A_CustomMeleeAttack(10 * random(1, 6), "CacoBird/Slap", "CacoBird/Miss");
		AVIA NO 1 A_FaceTarget();
		TNT1 A 0 A_PlaySound("CacoBird/Clap", 6);
		AVIA PQ 1 A_FaceTarget();
		AVIA OQPQ 3;
		AVIA ML 1;
		AVIA R 0 A_PlaySound("CacoBird/Death", 6);
		AVIA R 0 A_NoBlocking();
		AVIA RR 3;
		AVIA SS 2;
		AVIA TT 1;
		AVIA U 1;
		AVIA V 1 A_PlaySound("CacoBird/Clap", 6);
		AVIA W 1;
		AVIA X 1;
		AVIA U 1;
		AVIA V 1 A_PlaySound("CacoBird/Clap", 6);
		AVIA W 1;
		AVIA X 1;
		AVIA U 1;
		AVIA V 1 A_PlaySound("CacoBird/Clap", 6);
		AVIA W 1;
		AVIA X 1;
		AVIA U 1;
		AVIA V 1 A_PlaySound("CacoBird/Clap", 6);
		AVIA W 1;
		AVIA X 1;
		AVIA U 1;
		AVIA V 1 A_PlaySound("CacoBird/Clap", 6);
		AVIA W 2;
		AVIA X 3;
		AVIA WWWWWWWW 4 A_FadeOut(0.0);
		Stop;
		
This one is supposed to be one of faker Ray's attack, it's scrapped because I don't
Know how to fix it (yet)

Class PuppetMasters : Actor
{
	Default
	{
	radius 0;
    height 0;
    +NoGravity
    +NoBlockMap
	+NORADIUSDMG;
    +NoLiftDrop
    +NoTarget
    +DontSquash
    +NoTeleOther
    +NonShootable
	}
	States
	{
	Spawn:
		TNT1 A 0 NoDelay A_Jump(256, "SpawnPuppetMasterA", "SpawnPuppetMasterD", "SpawnPuppetMasterB", "SpawnPuppetMasterC");
	SpawnPuppetMasterD:
		TNT1 A 0 A_SpawnItem("PuppetMasterD");
		Stop;
	SpawnPuppetMasterC:
		TNT1 A 0 A_SpawnItem("PuppetMasterC");
		Stop;
	SpawnPuppetMasterB:
		TNT1 A 0 A_SpawnItem("PuppetMasterB");
		Stop;
	SpawnPuppetMasterA:
		TNT1 A 0 A_SpawnItem("PuppetMasterA");
		Stop;
	}
}

Class PuppetMasterA : Actor
{
	Default
	{
	Health 20;
	Radius 20;
	Height 56;
	Mass 25;
	Speed 35;
	Damage 1;
	damagetype "Boomerangz";
	SeeSound "Puppet/Pain";
	Projectile;
	+DROPOFF;
	+RANDOMIZE;
	-NOGRAVITY;
	-NOTELEPORT;
	+NOBLOCKMAP;
	}
	States
	{
	Spawn:
		PUPT AAABBB 1;
		Loop;
	Death:
		PUPT C 2;
		PUPT C 0;
		PUPT C 0 A_PlaySound("Puppet/Die");
		PUPT DDDDDDDDDD 2 A_SpawnProjectile("BonerangSuppa");
		PUPT D 0;
		PUPT EEEEEEEEEE 2 A_SpawnProjectile("BonerangSuppa");
		PUPT E 0;
		PUPT FFFFFFFFFF 2 A_SpawnProjectile("BonerangSuppa");
		PUPT F 0;
		PUPT GGGGGGGGGGGG 6 A_FadeOut(0.0);
		Stop;
	}
}

Class PuppetMasterB : PuppetMasterA
{
	States
	{
	Spawn:
		PUPT VVVWWW 1;
		Loop;
	Death:
		PUPT X 2;
		PUPT X 0;
		PUPT X 0 A_PlaySound("Puppet/Die");
		PUPT YYYYYYYYYY 2 A_SpawnProjectile("Bonerang");
		PUPT Y 0;
		PUPT ZZZZZZZZZZ 2 A_SpawnProjectile("Bonerang");
		PUPT Z 0;
		PUPT [[[[[[[[[[ 2 A_SpawnProjectile("Bonerang");
		PUPT [ 0;
		PUPT ]]]]]]]]]]]] 6 A_FadeOut(0.0);
		Stop;
	}
}

Class PuppetMasterC : PuppetMasterA
{
	States
	{
	Spawn:
		PUPT OOOPPP 1;
		Loop;
	Death:
		PUPT Q 2;
		PUPT Q 0;
		PUPT Q 0 A_PlaySound("Puppet/Die");
		PUPT RRRRRRRRRR 2 A_SpawnProjectile("BonerangWilson");
		PUPT R 0;
		PUPT SSSSSSSSSS 2 A_SpawnProjectile("BonerangWilson");
		PUPT S 0;
		PUPT TTTTTTTTTT 2 A_SpawnProjectile("BonerangWilson");
		PUPT T 0;
		PUPT UUUUUUUUUUUU 6 A_FadeOut(0.0);
		Stop;
	}
}

Class PuppetMasterD : PuppetMasterA
{
	States
	{
	Spawn:
		PUPT HHHIII 1;
		Loop;
	Death:
		PUPT J 2;
		PUPT J 0;
		PUPT J 0 A_PlaySound("Puppet/Die");
		PUPT KKKKKKKKKK 2 A_SpawnProjectile("BonerangNice");
		PUPT K 0;
		PUPT LLLLLLLLLL 2 A_SpawnProjectile("BonerangNice");
		PUPT L 0;
		PUPT MMMMMMMMMM 2 A_SpawnProjectile("BonerangNice");
		PUPT M 0;
		PUPT NNNNNNNNNNNN 6 A_FadeOut(0.0);
		Stop;
	}
}

This one was just a experiment of mine, I will see if
I can turn it into a full playerclass

Class ImpseChaingunPlayer : PlayerPawn //What I can say?, I like the Chaingun one more than the og one.
{
	Default
	{
	Health 80;
	Radius 20;
	Height 56;
	Speed 1;
	ReactionTime 0;
	PainChance 170;
	+NOSKIN;
	+PLAYERPAWN.CROUCHABLEMORPH;
	-PICKUP;
	Player.DisplayName "Ye good olde Impse woman";
	Player.MorphWeapon "ImpseBall";
	Player.SpawnClass "AreYouFuckingSeriousMan";
	Player.ViewHeight 55;
	Player.ForwardMove 2.22, 2.22;
	Player.SideMove 2.77, 2.77;
	Player.AttackZOffset 2;
	Player.JumpZ 4;
	-PICKUP;
	}
	States
	{
	Spawn:
        CTRO A -1;
        Stop;
	See:
        CTRO AABBCCDD 3;
        Goto Spawn;
	Melee:
		CTRO EE 8;
        CTRO F 6;
		Goto Spawn;
	Missile:
		CTRO EE 8;
        CTRO F 6;
		Goto Spawn;
	Pain:
		CTRO G 2;
        CTRO G 2 A_Pain();
        goto Spawn;
	Death:
		CTRO I 8;
        CTRO J 8 A_PlayerScream();
        CTRO K 6 A_NoBlocking();
        CTRO LMNO 6;
        CTRO KP 5;
        CTRO Q -1;
        stop;
	XDeath:
		CTRO I 8;
        CTRO J 8 A_PlayerScream();
        CTRO K 6 A_NoBlocking();
        CTRO LMNO 6;
        CTRO KP 5;
        CTRO Q -1;
        stop;
	}
}

Class ImpseBall : Weapon
{
	Default
	{
	Weapon.SelectionOrder 11000;
	+WEAPON.DONTBOB;
	+WEAPON.MELEEWEAPON;
	Weapon.YAdjust 15;
	+INVENTORY.UNDROPPABLE;
	}
	States
	{
	Ready:
		TNT1 A 1 A_WeaponReady;
		Loop;
	Deselect:
		TNT1 A 1 A_Lower;
		Loop;
	Select:
		TNT1 A 1 A_Raise;
		Loop;
	Fire:
		TNT1 A 10 SpawnPlayerMissile("wImpyBall");
		TNT1 B 1 A_ReFire();
		Goto Ready;
	}
}

Class wImpyBall : DoomImpBall
{
	Default
	{
    Scale 0.65;
    Translation "173:191=192:207", "231:233=80:95", "208:223=80:95";
    Damage 2;
	}
}


Class EighteenYearsPlus : PowerMorph  //I hope I wroted that number correctly.
{
	Default
	{
	PowerMorph.PlayerClass "ImpseChaingunPlayer";
	PowerMorph.MorphStyle (MRF_NEWTIDBEHAVIOUR);
	//PowerMorph.MorphFlash "GrowFlash"
	PowerMorph.UnMorphFlash "UnGrowFlash";
	}
}

Class MutantGrow : CustomInventory
{
	Default
	{
	Inventory.MaxAmount 0;
	-COUNTITEM;
	+INVENTORY.AUTOACTIVATE;
	+INVENTORY.ALWAYSPICKUP;
	}
}

Class UnGrowFlash : Actor
{
	Default
	{
	+NOINTERACTION
	}
	States
	{
	Spawn:
		TNT1 A 0;
		TNT1 A 50 A_PlaySound("Nothing/NOTHING2");
		stop;
	}
}

