ACTOR RifleCommando2
{
	//$Category Monsters
   Health 1500
   Radius 20
   Height 56
   Speed 8
   Mass 100
   PainChance 10
   MONSTER 
   +FLOORCLIP
        SeeSound "Gensight"
        PainSound "Genpain"
        DeathSound "Gendeath"
        ActiveSound "Genactive"

	//AttackSound "AWP/FIRE"
	Obituary "$OB_DEMONHIT"

	DropItem "DropSpawner5", 128
	DropItem "DeadClip5Inv", 160
	
	Translation "16:47=#[0,128,255]"
   Decal BulletChip
   States 
   { 
   Spawn: 
      ACPT AB 10 A_Look 
      Loop 
   See: 
      ACPT AABBCCDD 4 A_Chase 
      Loop 
   Missile: 
      ACPT E 10 A_FaceTarget 

//TNT1 A 0 A_ChangeFlag("NOPAIN", true)

		TNT1 A 0 A_PlaySound("m4a1_sil/Distant", 7)

		TNT1 A 0 A_PlaySound("m4a1/FIRE", CHAN_WEAPON)
		TNT1 A 0 A_CustomBulletAttack(22.5, 0, 1, random(2,6)*3, "BulletPuff", 0, CBAF_NORANDOM)		
		TNT1 A 0 A_CustomMissile("Tracer_Monster",36,5,FRandom(-8,8),CMF_OFFSETPITCH,FRandom(-5,5))	
		
      ACPT F 4 Bright //A_PosAttack 
//TNT1 A 0 A_ChangeFlag("NOPAIN", false)
      ACPT E 1 A_CPosRefire 
      Goto Missile+1 
   Pain: 
      ACPT G 3 
      ACPT G 3 A_Pain 
      Goto See 
   Death:
      TNT1 A 0 A_Jump (125, "AltDeath")
      ACPT H 5
      ACPT I 5 A_Scream
      ACPT J 5 A_NoBlocking
      ACPT KLM 5
		SENA N 0 A_BossDeath
      ACPT N -1
      Stop
   AltDeath:
      ACPT V 5 A_Scream
      ACPT W 5 
      ACPT X 5 A_NoBlocking
      ACPT Y 5
		SENA N 0 A_BossDeath
      ACPT Z -1
      Stop	  
   XDeath:
      ACPT O 5 
      ACPT P 5 A_XScream
      ACPT Q 5 A_NoBlocking
      ACPT RS 5
		SENA N 0 A_BossDeath
      ACPT T -1
      Stop
   Raise:
      ACPT N 5
      ACPT MLKJIH 5
      Goto See
   } 
}

