ACTOR FriendMarineBehemothCannon : BaseMarine
{
	AttackSound " "
	Translation "112:127=168:191"
	States
	{
	Spawn:
		PUNM A 1
		"####" A 0 A_GiveInventory("TargetIsAMarine")
		PUNM 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")
		"####" A 0 A_Jump(64,"Attack2")
		"####" E 15 A_FaceTarget
		"####" A 0 A_PlaySound("cannon/fire",1)
		"####" F 0 A_CustomMissile("BehemothCometPlayer", 32, 0, -2)
		"####" F 0 A_CustomMissile("BehemothCometPlayer", 32, 0, 2)
		"####" F 15 Bright A_CustomMissile("BehemothCometPlayer", 32, 0, 0)
		"####" E 12 A_FaceTarget
		"####" A 0 A_PlaySound("cannon/fire",1)
		"####" F 0 A_CustomMissile("BehemothCometPlayer", 32, 0, -2)
		"####" F 0 A_CustomMissile("BehemothCometPlayer", 32, 0, 2)
		"####" F 15 Bright A_CustomMissile("BehemothCometPlayer", 32, 0, 0)
		"####" E 20
		"####" A 0 A_Jump(64,"Attack2")
		Goto See
	Attack2:
		"####" E 15 A_FaceTarget
		"####" A 0 A_PlaySound("cannon/fire",1)
		"####" F 0 A_CustomMissile("BehemothSeekingCometPlayer", 32, 0, -10)
		"####" F 15 Bright A_CustomMissile("BehemothSeekingCometPlayer", 32, 0, 10)
		"####" E 20 
		Goto See
	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
		}
}