   Actor LightJuggernaut 
       {
  scale 1.0
  obituary "%o was eradicated by the Light Juggernaut's heavy weaponry"
  health 400
  radius 15
  height 54
  mass 100
  speed 10
  +BOSSDEATH
    Species "ARAC"
  +NODROPOFF
  MaxDropOffHeight 69
  MinMissileChance 88			
  +DONTHARMSPECIES 
  painchance 125
  SeeSound "LJag/See"
  PainSound "LJag/pain"
  DeathSound "JAGDE01"
  ActiveSound "LJag/Active"
  Translation "112:127=92:111", "64:79=96:111", "9:12=5:8"	
  Tag "Light Jaggernaut"
  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:
    CBOT A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFULJag")
	 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")
    CBOT AABBCCDD 3 A_Chase 
    loop
  DodgeCheck:
	 CBOT D 1 A_Jump (255, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	 Goto SeeLoop+1		
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    CBOT 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))
	    CBOT 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))
	    CBOT 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
	    CBOT 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)) 
	    CBOT 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)) 
	    CBOT 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:
    CBOT E 19 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	TNT1 A 0 A_CustomMissile ("LightACTracer",32,11,random (-2,2))
    CBOT EF 4 BRIGHT A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	TNT1 A 0 A_CustomMissile ("LightACTracer",32,11,random (-1,1))
	CBOT EF 4 BRIGHT A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	TNT1 A 0 A_CustomMissile ("LightACTracer",32,11,random (-2,2))
	CBOT EF 4 BRIGHT A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	TNT1 A 0 A_CustomMissile ("LightACTracer",32,11,random (-1,1))
	TNT1 A 0 A_Jump (125, 1)
	CBOT D 1 A_JumpIfInTargetLos ("DodgeCheck", 3, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 1000, 0)
	CBOT D 8 A_MonsterRefire (40, "SeeLoop")
   Loop
  Pain:
	TNT1 A 0
	TNT1 A 0 A_StopSound (1)
    CBOT G 3
    CBOT G 3 A_Pain
    goto SeeLoop+1
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    CBOT H 5 A_Scream
    CBOT I 5
    CBOT J 5 A_NoBlocking
    CBOT KLM 3
    CBOT N -1
    stop 
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    CBOT O 3
    CBOT PQ 3 A_XScream
    CBOT R 4 A_NoBlocking
    CBOT S 3
    CBOT T -1
    Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	CBOT NMLKJIH 3
   Goto See	
  Idle:
    CBOT AA 4 A_Wander
    CBOT A 0 A_Look
    CBOT BB 4 A_Wander
    CBOT A 0 A_Look
    CBOT CC 4 A_Wander
    CBOT A 0 A_Look
    CBOT DD 4 A_Wander
    CBOT A 0 A_Look
    loop
  }
	   
	   
	   }

	

	Actor LightACTracer 
{
Projectile
Damage (8)
+FORCEXYBILLBOARD
+DONTSPLASH
+BLOODSPLATTER 
+NOEXTREMEDEATH
radius 2
height 2
speed 30
renderstyle Add
alpha 0.9
scale .45
 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((15),115,0 ,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	
	 }
  }	


	 