ACTOR FriendMarineSuperShotgun : BaseMarine
{
	AttackSound " "
	States
	{
	Spawn:
		PLA9 A 1
		"####" A 0 A_GiveInventory("TargetIsAMarine")
		PLA9 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_JumpIfInventory("SSGZombieToken",2,"Reload")
		"####" A 0 A_JumpIfCloser(275,"Double")
	Normal:
		"####" E 15 A_FaceTarget
		"####" A 0 A_PlaySound("weapons/ssgsingleshot")
		"####" A 0 A_GiveInventory("SSGZombieToken",1)
		"####" AAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
		"####" F 4 Bright A_CustomBulletAttack(4.6,2.8,7,Random(5,7),"FriendlyMarineBulletPuff")
		"####" E 8 A_FaceTarget
		"####" A 0 A_JumpIfInventory("SSGZombieToken",2,"Reload")	
		Goto See
	Double:
		"####" A 0 A_JumpIfInventory("SSGZombieToken",1,"Normal")
		"####" E 15 A_FaceTarget
		"####" A 0 A_PlaySound("weapons/sshotf")
		"####" A 0 A_GiveInventory("SSGZombieToken",2)
		"####" AAAAAAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
		"####" F 5 Bright A_CustomBulletAttack(11.2,7.1,20,5,"FriendlyMarineBulletPuff")
		"####" E 15 A_FaceTarget
	Reload:
		"####" A 0 A_TakeInventory("SSGZombieToken",2)
		"####" E 6 A_FaceTarget
		"####" E 12 A_PlaySound("weapons/sawedopen")
		"####" A 0 A_SpawnItemEx("ShellCasing", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		"####" E 1 A_SpawnItemEx("ShellCasing", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
		"####" E 12 A_PlaySound("weapons/shellslide")
		"####" E 12 A_PlaySound("weapons/sawedclose")
		"####" E 6
		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
		}
}