ACTOR FriendMarineAssaultShotgun : BaseMarine
{
	AttackSound "AShotgun/Fire"
	Translation "112:127=80:111"
	States
	{
	Spawn:
		PASG A 1
		"####" A 0 A_GiveInventory("TargetIsAMarine")
		PASG A 1 A_Look
		Loop
	Missile:
        "####" A 0
        "####" A 0 A_ChangeFlag("NODROPOFF", 1)
		"####" A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "FollowPlayer")
		"####" A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "CheckRangeToWait")
		"####" A 0 A_ChangeFlag("SHOOTABLE", 1)
		"####" A 0 A_ChangeFlag("SOLID", 0)
		"####" A 0 A_JumpIfCloser(200, "Retreat")
		"####" A 0 A_FaceTarget
		"####" A 1 A_Chase ("","")
		"####" A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "CheckRangeToWait")
		Goto Strafe
	Strafe:
		"####" A 0 A_Jump(128, "Attack")
		"####" A 0 ThrustThing(Angle*256/360+64,12,0,0)
		"####" AABBCCDD 2 A_Chase
		"####" A 0 A_Stop
		Goto Attack
	Attack:
		"####" A 0 A_JumpIfInTargetInventory("IsPlayer", 1, "CheckRangeToWait")
		"####" E 15 A_FaceTarget
		"####" A 0 A_SpawnItemEx("ShellCasing", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
		"####" AAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
		"####" F 4 Bright A_CustomBulletAttack(5.0,3.0,7,Random(5,7),"FriendlyMarineBulletPuff")
		"####" E 8 A_FaceTarget
		"####" A 0 A_Jump(40,"Pause")	
		"####" A 0 Bright A_MonsterRefire(200,"See")
		Goto Attack+2
	Retreat:
		"####" A 0
		"####" A 2 A_Recoil(4)
		"####" A 0 A_FaceTarget
		"####" A 0 
		"####" B 2 A_Recoil(4)
		"####" A 0 A_FaceTarget
		"####" A 0 
		"####" C 2 A_Recoil(4)
		"####" A 0 A_FaceTarget
		"####" D 2 A_Recoil(4)
		"####" A 0 A_FaceTarget
		Goto Attack
		}
}