ACTOR FriendMarinePlasmaPistol : BaseMarine
{
	AttackSound " "
	States
	{
	Spawn:
		PLA2 A 1
		"####" A 0 A_GiveInventory("TargetIsAMarine")
		PLA2 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,"ChargeShot")
		"####" E 15 A_FaceTarget
		"####" A 0 A_PlaySound("weapons/PHGFire")
		"####" F 3 Bright A_CustomMissile("PHGProjectile", 30, 4, frandom(-0.8,0.8),CMF_OFFSETPITCH,frandom(-0.4,0.4))
		"####" E 2 A_FaceTarget
		"####" A 0 A_Jump(20,"Pause")
		"####" A 0 A_MonsterRefire(200,"See")
		Goto Attack+1
	ChargeShot:
		"####" A 0 A_PlaySound("weapons/PHGCharge")
		"####" EEE 15 A_FaceTarget
		"####" A 0 A_PlaySound("railgunner/chargedshot")
		"####" F 10 Bright A_CustomMissile("PlasmaFireBall", 30, 4, frandom(-0.8,0.8),CMF_OFFSETPITCH,frandom(-0.4,0.4))
		"####" E 5
		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
		}
}