Actor HeavyMinigunner 
   {
  
   //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------

DropItem "HealthFlask" 40
DropItem "ArmorCharge" 40
DropItem "AmmoPack" 20
DropItem "WeaponUpgradeBox" 20
DropItem "Minigun ", 240
   
  scale 1.0
  +NODROPOFF
  MaxDropoffHeight 69
  obituary "%o was ETATAted by Heavy Armored Minigunner"
  health 450
  radius 15
  height 54
  Species "ARAC"
+DONTHARMSPECIES
  mass 800
  speed 10
  Damage 2
  painchance 100
  SeeSound "Armored/See"
  PainSound "Armored/Pain"
  DeathSound "Armored/Death"
  ActiveSound "Armored/Active"
  dropitem "Chaingun", 10
  Tag "HeavyMinigunner"
  MONSTER
  +FLOORCLIP
         States
		      {
			   Spawn:
			        TNT1 A 0
					TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("STFUCheck") == 1, "STFU")
					TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult ("VanJumpCheck") == 1, "VanJump")
				Spawn2:	
			        SGCH A 3 A_Look
				   Loop
			   STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUArmored")
	 Goto Spawn+2
	         VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3
			   See:
			        SGCH AABBCCDD 3 A_Chase
				   Loop
			   Missile:
			        SGCH D 7 A_FaceTarget
			   MissileLoop:		
					TNT1 A 0 A_Jump (110, "Suppressing")
					SGCH EF 1 Bright
					TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
					TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-5,5))
					SGCH EF 1 Bright A_MonsterRefire (40, "See")
				   Loop
			   	Suppressing:
				    TNT1 A 0 A_FaceTarget
				    TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				    TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					SGCH Q 3 Bright A_FaceTarget
				    TNT1 A 0 Bright A_Chase("", "")
					TNT1 A 0 A_FaceTarget
				    TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				    TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					SGCH Q 3 Bright A_FaceTarget
				    TNT1 A 0 Bright A_Chase("", "")
					TNT1 A 0 A_FaceTarget
				    TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				    TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					SGCH Q 3 Bright A_FaceTarget
				    TNT1 A 0 Bright A_Chase("", "")
					TNT1 A 0 A_FaceTarget
				    TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				    TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					SGCH Q 3 Bright A_FaceTarget
				    TNT1 A 0 Bright A_Chase("", "")//CHF_NODIRECTIONTURN)	
					TNT1 A 0 A_FaceTarget
					TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
					TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					SGCH R 3 Bright A_FaceTarget
				    TNT1 A 0 Bright A_Chase ("", "") //CHF_NODIRECTIONTURN)
					TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
					TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					SGCH R 3 Bright A_FaceTarget
				    TNT1 A 0 Bright A_Chase ("", "") //CHF_NODIRECTIONTURN)
					TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
					TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					SGCH R 3 Bright A_FaceTarget
				    TNT1 A 0 Bright A_Chase ("", "") //CHF_NODIRECTIONTURN)
					TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					SGCH R 3 Bright A_FaceTarget
				    TNT1 A 0 Bright A_Chase ("", "") //CHF_NODIRECTIONTURN)
					TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
					TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					SGCH R 3 Bright A_FaceTarget
					TNT1 A 0 A_FaceTarget
					TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
					TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					SGCH S 3 Bright A_FaceTarget
				    TNT1 A 0 Bright A_Chase ("", "")
					TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
					TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					SGCH S 3 Bright A_FaceTarget
					SGCH S 1 Bright A_FaceTarget
				    TNT1 A 0 Bright A_Chase ("", "")
					TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
					TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					SGCH S 3 Bright A_FaceTarget
				    TNT1 A 0 Bright A_Chase ("", "")
					TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
					TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					SGCH S 3 Bright A_FaceTarget
				    TNT1 A 0 Bright A_Chase ("", "")
					TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
					TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					TNT1 A 0 A_FaceTarget
					TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
					TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					SGCH T 1 Bright A_FaceTarget
				    TNT1 A 0 Bright A_Chase ("", "") //CHF_NODIRECTIONTURN)
					TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
					TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					SGCH T 3 Bright A_FaceTarget
					SGCH T 1 Bright A_FaceTarget
				    TNT1 A 0 Bright A_Chase ("", "")
					TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
					TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					SGCH T 3 Bright A_FaceTarget
				    TNT1 A 0 Bright A_Chase ("", "")
					TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
					TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					SGCH T 3 Bright A_FaceTarget
				    TNT1 A 0 Bright A_Chase ("", "")
					TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
					TNT1 A 0 A_CustomMissile ("GatlingTracer", 34, 8, random (-10,10))
					TNT1 A 0 A_MonsterRefire (40, "See")
					TNT1 A 0 A_CheckSight ("StopThat")
					Loop
			  StopThat:
			        TNT1 A 0 A_StopSound (CHAN_WEAPON)
					Goto See	   
				Pain:
				    SGCH G 6 A_Pain
					TNT1 A 0 A_StopSound (CHAN_WEAPON)
				   Goto See
				Death:
				    TNT1 A 0 A_StopSound (CHAN_WEAPON)
				    SGCH H 4 A_Scream
					SGCH I 4 A_Noblocking
					SGCH JKLMN 4
					SGCH O 4 A_Playsound ("FallingBodyGear", CHAN_BODY)
					SGCH P -1
				   Stop
				Raise:
				   TNT1 A 0 
				   TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				   SGCH PONMLKJIH 4
				  Goto See  
				   
			
			         
			  
			  
			  
		}
   }
   
   
   
   
   Actor GatlingTracer  
   {
    Damage (11)
	Projectile
    +FORCEXYBILLBOARD
    +DONTSPLASH
	+SKYEXPLODE
    +BLOODSPLATTER 
     +NOEXTREMEDEATH
    radius 2
    height 2
   speed 20
   renderstyle Add
   alpha 0.9
   scale .15
 States
     {
	  Spawn:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("PotentialProjectileHider", 0,0,0)
	  Spawn2:	
	    TRAC A 1 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true)
		Loop
	  Crash:	
	  Death:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ProjectileIsDead", 0,0,0)
	    TNT1 A 0 A_Playsound ("Bullet/Impact")
		TNT1 A 0 A_Jump (100, "D2")
		FX57 CDEFGHI 1 A_Playsound ("Bullet/Impact")
		Stop
	  D2:
	    FX58 CDEFGHI 1 A_Playsound ("Bullet/Impact")
		Stop
	  XDeath:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ProjectileIsDead", 0,0,0)
		TNT1 A 1
		Stop	
	 }
   }
   