Actor CyberInfantry 
{
 scale 1.0
  obituary "%o was terminated by CyberInfantry"
  health 410
  radius 15
  height 54
  mass 800
  speed 10
  +BOSSDEATH
  +NODROPOFF
  MaxDropOffHeight 69
  painchance 10
  BloodType "DASBLUT"
  Species "ARAC"
+DONTHARMSPECIES
  SeeSound ""
  PainSound "TNKPAIN"
  DeathSound "TNKDEATH"
  ActiveSound ""
  dropitem "Chaingun"
  Tag "Cyborg Infantry"
  MONSTER
  +FLOORCLIP
  States
       {
	    Spawn:
		   TNT1 A 0
		   TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult ("VanJumpCheck") == 1, "VanJump")
		Spawn2:    
		   CRIF A 3 A_Look
		   Loop
		 See:
		 "####" A random(1,4)
    TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	TNT1 A 0 A_Jump (180, "MissileCheck")
  SeeLoop:
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	TNT1 A 0 A_PlaySound ("TNKSTEP", 5, 1.0, true)
    CRIF AABBCCDD 3 A_Chase
    loop
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    CRIF AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		TNT1 A 0 A_Jump (50, "DodgeRight")
		Goto SeeLoop+1
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    CRIF AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
    DodgeLeftB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (3,8))
	    CRIF AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    CRIF AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRightF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (-8,-3)) 
	    CRIF AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRightB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (3,8)) 
	    CRIF AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
    TNT1 A 0 A_StopSound (5)
	CRIF E 3 A_Stop
	TNT1 A 0 A_Playsound ("TNKSIGHT", CHAN_VOICE)
    CRIF DE 5 A_FaceTarget
	CRIF E 1 A_SpawnItemEx ("LazahSight", 1, 2, 49, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	TNT1 A 0 A_FaceTarget
	CRIF E 1 A_SpawnItemEx ("LazahSight", 1, 2, 49, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	TNT1 A 0 A_FaceTarget
	CRIF E 1 A_SpawnItemEx ("LazahSight", 1, 2, 49, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	TNT1 A 0 A_FaceTarget
	CRIF E 1 A_SpawnItemEx ("LazahSight", 1, 2, 49, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	TNT1 A 0 A_FaceTarget
	CRIF E 1 A_SpawnItemEx ("LazahSight", 1, 2, 49, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	TNT1 A 0 A_FaceTarget
	CRIF E 1 A_SpawnItemEx ("LazahSight", 1, 2, 49, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	CRIF E 4 A_FaceTarget
    CRIF E 6 A_SpawnItemEx ("LazahSight", 1, 2, 49, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	CRIF E 4 A_FaceTarget
	CRIF E 6 A_SpawnItemEx ("LazahSight", 1, 2, 49, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	CRIF E 4 A_FaceTarget
	CRIF E 6 A_SpawnItemEx ("LazahSight", 1, 2, 49, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	CRIF E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("HNGSHT")
	CRIF F 2 A_CustomMissile ("FastNail", 32, 9)
    CRIF E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("HNGSHT")
	CRIF F 2 A_CustomMissile ("FastNail", 32, 9)
	CRIF E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("HNGSHT")
	CRIF F 2 A_CustomMissile ("FastNail", 32, 9)
	CRIF E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("HNGSHT")
	CRIF F 2 A_CustomMissile ("FastNail", 32, 9)
   Goto SeeLoop			
  Pain:
     TNT1 A 0 A_StopSound (5)
    CRIF G 3
    CRIF G 3 A_Pain
    goto SeeLoop
  Death:
     TNT1 A 0 A_StopSound (5)
  	//TNT1 A 0 A_Jump(20, "Suren")
	CRIF H 3 
    CRIF I 5 A_Scream
    CRIF J 3
    CRIF K 5 A_NoBlocking
    CRIF L 5
	CRIF M 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    CRIF N -1
    stop
  Death.WEAK:
    CRIF O 5
    CRIF P 5 A_PlaySound("Baddy/pain")
    CRIF Q 5 A_NoBlocking
    CRIF R 5
    CRIF S -1
    stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    CRIF NMLKJIH 5
   Goto See	
  XDeath:
    TNT1 A 0
	TNT1 A 0 A_StopSound (5)
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    CRIF U 5
    CRIF V 5 A_XScream
    PGIB A 5 A_NoBlocking
    PGIB BCD 5
    PGIB E -1
    Stop
    }
}



   Actor FastNail
		{
		radius 2
		Projectile
		height 2
		speed 40
		Damage (20)
		renderstyle Normal
		scale 0.45
		+BLOODSPLATTER
		   States
				{
				Spawn:
				 TNT1 A 0 A_SpawnItemEx("NailSmoke",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
				 DART A 1 Bright
				Loop
				XDeath:
					TNT1 A 0 A_PlaySound ("HNGHFL")
					TNT1 A 1
				   Stop
				Death:
					TNT1 A 0 A_PlaySound ("HNGBNG")
					TNT1 A 1 A_SpawnItemEx("NailSparks",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION) 	
				   Stop
				}
		}


     Actor NailSparks
			{
			 +NOINTERACTION
			 +CLIENTSIDEONLY
				Scale 0.18 	
				Renderstyle Add
					States
						{
						Spawn:
	                      SPKS ABCDEFGHI 1 Bright
						Stop
			 			}
			}

    Actor NailTrail
            {
             +NOINTERACTION
			 +CLIENTSIDEONLY
				Scale 0.35
				Alpha 0.45	
				Renderstyle Translucent
					States
						{
						 Spawn:
							SMKN ABCDEFG 1 Bright
						   Stop	
						}
					}
		
     Actor NailSmoke  
		{
		 PROJECTILE
	+CLIENTSIDEONLY
	+NOINTERACTION	
	+MISSILE
	+THRUACTORS
	+DOOMBOUNCE
	Radius 1
	Height 1
	Speed 1
	Renderstyle Translucent	
		 XScale 0.09
		 YScale 0.09
		 Alpha 0.2 	
		 States	
			{
		 Spawn:  
			TNT1 A 0
			TNT1 A 0 A_Jump(128, 2)
			TNT1 A 0 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			TNT1 A 0
			NSMK A 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			NSMK B 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			NSMK C 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			NSMK D 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			NSMK E 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			NSMK F 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			NSMK G 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			NSMK H 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			NSMK I 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			NSMK J 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			NSMK K 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			NSMK L 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			NSMK M 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			NSMK N 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			NSMK O 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			NSMK P 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			NSMK Q 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)
			NSMK R 1 A_SetScale(ScaleX+0.05, ScaleY+0.05)		   	
		Stop
			}
		}				



		Actor CyberLazahSight
		   {
			+NOINTERACTION
			+CLIENTSIDEONLY
			Projectile
			radius 0
			height 0
			speed 0 		
			RenderStyle Add
			Scale 0.15
              States
				 {
				  Spawn:
					 NLSS A 7 Bright
					Stop
				 }	
           }