   Actor LeadClops : GenericHumanScum 
       {
  
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 10
  DropItem "Minigun" 79
  DropItem "Minigun" 79
  	   
  scale 1.0
  obituary "%o was FUBARed by the Leadclops' absolutely conventional automatic cannon sawed-off, not armed with unconventional rounds"
  health 365
  radius 15
  height 54
  mass 100
  +BOSSDEATH
  speed 10
  Species "ARAC"
  +DONTHARMSPECIES 
  painchance 74
  SeeSound "USNSolly4/See"
  PainSound "USNSolly4/pain"
  DeathSound "USNSolly4/Death"
  ActiveSound "USNSolly4/Active"	
  Tag "Leadclops"
  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")
	TNT1 A 0 A_SetScale (scaleX+frandom(-0.02, 0.02), scaleY+frandom(-0.08,0.08))
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
  Spawn2:
    CLOP A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUUSNSolly4")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  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")
    CLOP AABBCCDD 3 A_Chase 
    loop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    CLOP 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))
	    CLOP 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))
	    CLOP 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
	    CLOP 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)) 
	    CLOP 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)) 
	    CLOP AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
  Evade:
	    TNT1 A 0
	    TNT1 A 0 A_StopSound (1)
		TNT1 A 0 A_Changeflag ("FRIGHTENED", true)
	EvadeLoop:	
 	    CLOP AABBCCDD 2 A_Chase ("","")
		TNT1 A 0 A_Jump (5, "MissileCheck")
		CLOP AABBCCDD 2 A_Chase ("","")
		TNT1 A 0 A_Jump (5, "MissileCheck")
		CLOP AABBCCDD 2 A_Chase ("","")
		TNT1 A 0 A_Jump (5, "MissileCheck")
		CLOP AABBCCDD 2 A_Chase ("","")
		TNT1 A 0 A_Jump (5, "MissileCheck")
		CLOP AABBCCDD 2 A_Chase ("","")
	   Goto MissileCheck
  AlphaBravo:
    TNT1 A 0 A_JumpIfInventory ("HMGShotCounter", 200, "Reload")
    CLOP A 2 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	CLOP A 2 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	CLOP A 2 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	TNT1 A 0 A_Jump (1, "SeeLoop")
   Loop
  MissileAmbush:
    CLOP EE 4 A_FaceTarget	   
  MissileCheck:
    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false) 
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
	CLOP DE 15 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 500)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
  MissileLoop:
    TNT1 A 0 A_Playsound ("LJGMG")
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, 11, random (0,3), CMF_OFFSETPITCH, random (0,1))
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, -11, random (-3,0), CMF_OFFSETPITCH, random (0,1))
	CLOP EF 4 BRIGHT A_FaceTarget
	CLOP E 8 A_FaceTarget
	TNT1 A 0 A_MonsterRefire (2, "Evade")
	TNT1 A 0 A_Playsound ("LJGMG")
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, 11, random (0,3), CMF_OFFSETPITCH, random (0,1))
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, -11, random (-3,0), CMF_OFFSETPITCH, random (0,1))
	CLOP EF 4 BRIGHT A_FaceTarget
	CLOP E 8 A_FaceTarget
	TNT1 A 0 A_MonsterRefire (2, "Evade")
	TNT1 A 0 A_Playsound ("LJGMG")
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, 11, random (0,3), CMF_OFFSETPITCH, random (0,1))
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, -11, random (-3,0), CMF_OFFSETPITCH, random (0,1))
	CLOP EF 4 BRIGHT A_FaceTarget
	CLOP E 8 A_FaceTarget
	TNT1 A 0 A_Playsound ("LJGMG")
	TNT1 A 0 A_CustomMissile ("IncACTracer", 32, 11, random (0,3), CMF_OFFSETPITCH, random (0,1))
	TNT1 A 0 A_CustomMissile ("IncACTracer", 32, -11, random (-3,0), CMF_OFFSETPITCH, random (0,1))
	CLOP EF 4 BRIGHT A_FaceTarget
	CLOP E 8 A_FaceTarget
	TNT1 A 0 A_MonsterRefire (2, "Evade")
   Loop
  CloseQuarters:	
	TNT1 A 0 A_Playsound ("LJGMG")
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, 11, random (-10,-8), CMF_OFFSETPITCH, random (0,1))
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, -11, random (-10,-8), CMF_OFFSETPITCH, random (0,1))
	CLOP EF 4 BRIGHT A_FaceTarget
	CLOP E 10 A_FaceTarget
	TNT1 A 0 A_Playsound ("LJGMG")
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, 11, random (-5,-3), CMF_OFFSETPITCH, random (0,1))
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, -11, random (-5,-3), CMF_OFFSETPITCH, random (0,1))
	CLOP EF 4 BRIGHT A_FaceTarget
	CLOP E 10 A_FaceTarget
	TNT1 A 0 A_Playsound ("LJGMG")
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, 11, random (-1,1), CMF_OFFSETPITCH, random (0,1))
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, -11, random (-1,1), CMF_OFFSETPITCH, random (0,1))
	CLOP EF 4 BRIGHT A_FaceTarget
	CLOP E 10 A_FaceTarget
	TNT1 A 0 A_MonsterRefire (2, "Evade")
	TNT1 A 0 A_Playsound ("LJGMG")
	TNT1 A 0 A_CustomMissile ("IncACTracer", 32, 11, random (3,5), CMF_OFFSETPITCH, random (0,1))
	TNT1 A 0 A_CustomMissile ("IncACTracer", 32, -11, random (3,5), CMF_OFFSETPITCH, random (0,1))
	CLOP EF 4 BRIGHT A_FaceTarget
	CLOP E 10 A_FaceTarget
	TNT1 A 0 A_MonsterRefire (2, "Evade")
	TNT1 A 0 A_Playsound ("LJGMG")
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, 11, random (8,10), CMF_OFFSETPITCH, random (0,1))
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, -11, random (8,10), CMF_OFFSETPITCH, random (0,1))
	CLOP EF 4 BRIGHT A_FaceTarget
	CLOP E 10 A_FaceTarget
	TNT1 A 0 A_Playsound ("LJGMG")
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, 11, random (3,5), CMF_OFFSETPITCH, random (0,1))
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, -11, random (3,5), CMF_OFFSETPITCH, random (0,1))
	CLOP EF 4 BRIGHT A_FaceTarget
	CLOP E 10 A_FaceTarget
	TNT1 A 0 A_MonsterRefire (2, "Evade")
	TNT1 A 0 A_Playsound ("LJGMG")
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, 11, random (-1,1), CMF_OFFSETPITCH, random (0,1))
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, -11, random (-1,1), CMF_OFFSETPITCH, random (0,1))
	CLOP EF 4 BRIGHT A_FaceTarget
	CLOP E 10 A_FaceTarget
	TNT1 A 0 A_Playsound ("LJGMG")
	TNT1 A 0 A_CustomMissile ("IncACTracer", 32, 11, random (-5,-3), CMF_OFFSETPITCH, random (0,1))
	TNT1 A 0 A_CustomMissile ("IncACTracer", 32, -11, random (-5,-3), CMF_OFFSETPITCH, random (0,1))
	CLOP EF 4 BRIGHT A_FaceTarget
	CLOP E 10 A_FaceTarget
	TNT1 A 0 A_MonsterRefire (2, "Evade")
   Loop
  LongRange:
    CLOP E 15 A_FaceTarget
	TNT1 A 0 A_Playsound ("LJGMG")
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, 11, random (-2,0))
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, -11, random (0,2))
	CLOP EF 4 BRIGHT A_FaceTarget
	CLOP E 15 A_FaceTarget
	TNT1 A 0 A_Playsound ("LJGMG")
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, 11, random (-2,0))
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, -11, random (0,2))
	CLOP EF 4 BRIGHT A_FaceTarget
	CLOP E 15 A_FaceTarget
	TNT1 A 0 A_Playsound ("LJGMG")
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, 11, random (-2,0))
	TNT1 A 0 A_CustomMissile ("MiniACTracer", 32, -11, random (0,2))
	CLOP EF 4 BRIGHT A_FaceTarget
	CLOP E 15 A_FaceTarget
	TNT1 A 0 A_Playsound ("LJGMG")
	TNT1 A 0 A_CustomMissile ("IncACTracer", 32, 11, random (-2,0))
	TNT1 A 0 A_CustomMissile ("IncACTracer", 32, -11, random (0,2))
	CLOP EF 4 BRIGHT A_FaceTarget
	TNT1 A 0 A_MonsterRefire (2, "AlphaBravo")
   Loop	
  Reload:
	TNT1 A 0 A_StopSound (1)
	CLOP C 18 A_Playsound ("M60Open")
    CLOP D 21 A_TakeInventory ("HMGShotCounter", 200)
	CLOP D 18 A_Playsound ("M60Load")
	CLOP C 25 A_Playsound ("M60Clos")
	Goto SeeLoop+1
  Pain:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
	TNT1 A 0 A_StopSound (1)
    CLOP H 3
    CLOP H 3 A_Pain
    goto SeeLoop+1
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
	TNT1 A 0 A_StopSound (1)
    CLOP I 5 A_Scream
    CLOP J 5 A_NoBlocking
    CLOP K 4 
    CLOP L 4 A_Playsound ("FallingBodyGear", CHAN_BODY)
	CLOP MN 4 
    CLOP O -1
    stop
  XDeath:
    TNT1 A 0 A_StopSound (1)
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    CLOP P 1
    CLOP Q 1 A_XScream
    CLOP R 5 A_NoBlocking
    CLOP ST 5
    CLOP U -1
    Stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	CLOP ONMLKJiH 5
   Goto See	
  Idle:
    CLOP AA 4 A_Wander
    CLOP A 0 A_Look
    CLOP BB 4 A_Wander
    CLOP A 0 A_Look
    CLOP CC 4 A_Wander
    CLOP A 0 A_Look
    CLOP DD 4 A_Wander
    CLOP A 0 A_Look
    loop
	}
	      
  }
  
  
  
  
  
		Actor MiniACTracer 
		{
		Projectile
		Damage (8)
		+FORCEXYBILLBOARD
		+DONTSPLASH
		+BLOODSPLATTER 
		+NOEXTREMEDEATH
		radius 2
		height 2
		speed 22
		renderstyle Add
		alpha 0.9
		scale .4
		 States
			 {
			  Spawn:
				TRAC A 1 Bright
				Loop
			  Death:
				TNT1 A 0
				TNT1 A 0 A_PlaySound("misc/boom",0)
				TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
				TNT1 A 0 A_Explode((10),20,0 ,0,40)
				TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
				TNT1 A 0 A_CustomMissile ("AssSmoke2", 0, 0, random (0, 360), 2, random (0, 360))
				TNT1 A 0 A_SpawnItemEx("CSMiniMissileShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
				TNT1 A 1 Radius_Quake (2,4,0,7,0)
				TNT1 A 20
			  stop	
			 }
		  }
		  
		
		
		
		
		Actor IncACTracer 
		{
		Projectile
		Damage (8)
		+FORCEXYBILLBOARD
		+DONTSPLASH
		+BLOODSPLATTER 
		+NOEXTREMEDEATH
		radius 2
		height 2
		speed 22
		renderstyle Add
		alpha 0.9
		scale .4
		 States
			 {
			  Spawn:
			    TNT1 A 0 A_SpawnItemEx ("IncACFlare", 5, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				TNT1 A 0 A_SpawnItemEx ("InceTracerTrail", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				TRAC A 1 Bright
				Loop
			  Death:
				TNT1 A 0
				TNT1 A 0 A_PlaySound("misc/boom",0)
				TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
				TNT1 A 0 A_Explode((6),30,0 ,0,40)
				TNT1 A 0 A_SpawnItemEx ("FireWallFlare", 0,0,0,0,0,0)
				TNT1 A 0 A_SpawnItemEx ("RedPBKabeem", 0,0,0,0,0,0)
				TNT1 A 0 A_SpawnItemEx ("CobraSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
				TNT1 A 0 A_SpawnItemEx ("LeadclopsFlame", 0, 0, 0, 0, 0, 0, 0)
				TNT1 A 0 A_CustomMissile ("AssSmoke2", 0, 0, random (0, 360), 2, random (0, 360))
				TNT1 A 0 A_SpawnItemEx("CSMiniMissileShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
				TNT1 A 1 Radius_Quake (2,4,0,7,0)
				TNT1 A 20
			  stop	
			 }
		  }	
  
  
  
  
  
	Actor LeadclopsFlame
			{
				//Projectile
				DamageType Fire
				//Damage (1)
				Radius 1
				Height 1
				Species "Arac"
				RenderStyle Add
				Gravity 1.0
				//+Ripper
				-NOGRAVITY
				+NOBLOCKMAP
				+NOTELEPORT
				+DONTHARMSPECIES
				+NODAMAGETHRUST
				+DONTSPLASH
				+FLOORCLIP
				BounceCount 69
				BounceFactor 0
			    +THRUACTORS
				//+DOOMBOUNCE
				Reactiontime 6
				Speed 2
				States
				  {
				 Spawn:
					 TNT1 A 0	
					 TNT1 A 0 A_Playsound ("FIRESML", 6, 1.0, true)
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_AIMOFFSET, random (75, 175))  	
					 FLME A 1 BRIGHT A_SetScale(0.3)
					 FLME A 1 BRIGHT A_SetScale(0.4)
					 FLME B 1 BRIGHT A_SetScale(0.5)
					 FLME B 1 BRIGHT A_SetScale(0.6)
					 FLME C 1 BRIGHT A_SetScale(0.7)
					 FLME C 1 BRIGHT A_SetScale(0.8)
					 FLME D 1 BRIGHT A_SetScale(0.9)
					 FLME D 1 BRIGHT A_SetScale(1.0)
					 TNT1 A 0 A_Explode((3), 76, 0)
					 TNT1 A 0 A_Jump (100, 1)  	
					 TNT1 A 0 A_SetScale (-1.0, 1.0)
				 Spawn2:
					 TNT1 A 0  
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(10, 15), 0, random (0, 360), CMF_AIMOFFSET, random (75, 175))
					 TNT1 A 0 A_Explode((5), 76, 0) 
					 FLME ABCDEFGHIJKLMN 1 Bright
					 TNT1 A 0 A_CountDown
					 //TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 //TNT1 A 0 A_JumpIfInventory ("FireCounter", 500, "Death")
					 Loop
				Death:
					TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_AIMOFFSET, random (75, 175)) 	 
					FLME ABCDEFGHIJ 2 BRIGHT A_Explode((2), 16, 0)
					FLME K 1 BRIGHT A_SetScale(0.8)
					FLME K 1 BRIGHT A_FadeOut(0.2)
					TNT1 A 0 A_Explode((2), 8, 0)	
					FLME L 1 BRIGHT A_SetScale(0.4)
					FLME L 1 BRIGHT  A_FadeOut(0.3)
					TNT1 A 0 A_Explode((2), 8, 0)	
					FLME M 1 BRIGHT  A_SetScale(0.2)
					FLME M 1 BRIGHT  A_FadeOut(0.4)
					TNT1 A 0 A_Explode((2), 8, 0)	
					FLME N 1 BRIGHT  A_SetScale(0.1)
					FLME N 1 BRIGHT  A_FadeOut(0.5)
					TNT1 A 0 A_StopSound (6)
					Stop
					 }
			}	
	
	
	