   Actor NaziMG42 
       {
	
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 20	
	   
  scale 1.0
  obituary "%o was cut in half by the ultra-patriotic mann armed with the buzzsaw of some infamous painter"
  health 345
  radius 15
  height 54
  +BOSSDEATH
  mass 100
  speed 11
  Species "Araс"
  +DONTHARMSPECIES
  +DONTHURTSPECIES
  painchance 135
  SeeSound "NaziMG42/See"
  PainSound "NaziMG42/pain"
  DeathSound "NaziMG42/Death"
  ActiveSound "NaziMG42/Active"	
  Tag "Nazi Machinegunner"
  MONSTER
  MinMissileChance 88
  +NODROPOFF
  MaxDropoffHeight 69
  +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 ("SiegWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
  Spawn2:
    UZOL B 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUNaziMG42")
	 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
	TNT1 A 0 A_TakeInventory ("AccuracyCounter", 10)
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    UZOL AABBCCDD 3 A_Chase 
    loop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    UZOL 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))
	    UZOL 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))
	    UZOL 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
	    UZOL 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)) 
	    UZOL 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)) 
	    UZOL 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_JumpIfInventory ("GrenadeCoolDown", 1, 2)
	TNT1 A 0 A_Jump (129, "GranataCheck")
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
    UZOL E 14 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 120, "Reload")
	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 ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	UZOL F 1 BRIGHT A_CustomMissile ("LMGDTracer",34,10,random (-3,3)) 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 120, "Reload")
	TNT1 A 0 A_MonsterRefire (4, "GranataCheck")
    UZOL E 1 A_FaceTarget
   Loop
  CloseQuarters:
    TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	UZOL F 1 BRIGHT A_CustomMissile ("LMGDTracer",34,10,random (-3,3)) 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 120, "Reload")
	TNT1 A 0 A_MonsterRefire (4, "GranataCheck")
    UZOL E 1 A_FaceTarget
	TNT1 A 0 A_Jump (15, "SeeLoop")
   Loop 
 LongRange:
	TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	TNT1 A 0  A_CustomMissile ("LMGDTracer",34,10,random (-3,3)) 
    UZOL A 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_Wander
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 120, "Reload")
	UZOL A 1 A_FaceTarget
	TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	TNT1 A 0  A_CustomMissile ("LMGDTracer",34,10,random (-3,3))
	UZOL A 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_Wander
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 120, "Reload")
	UZOL A 1 A_FaceTarget
	TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	TNT1 A 0  A_CustomMissile ("LMGDTracer",34,10,random (-3,3))
	UZOL A 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 120, "Reload")
	UZOL A 1 A_FaceTarget
	TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	TNT1 A 0  A_CustomMissile ("LMGDTracer",34,10,random (-3,3))
	TNT1 A 0 A_Wander
	UZOL B 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 120, "Reload")
	UZOL B 1 A_FaceTarget
	TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	TNT1 A 0  A_CustomMissile ("LMGDTracer",34,10,random (-3,3))
	UZOL B 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_Wander
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 120, "Reload")
	UZOL B 1 A_FaceTarget
	TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	TNT1 A 0  A_CustomMissile ("LMGDTracer",34,10,random (-3,3))
	UZOL B 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 120, "Reload")
	UZOL B 1 A_FaceTarget
	TNT1 A 0 A_Wander
	TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	TNT1 A 0  A_CustomMissile ("LMGDTracer",34,10,random (-3,3))
	UZOL C 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 120, "Reload")
	UZOL C 1 A_FaceTarget
	TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	TNT1 A 0  A_CustomMissile ("LMGDTracer",34,10,random (-3,3))
	UZOL C 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_Wander
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 120, "Reload")
	UZOL C 1 A_FaceTarget
	TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	TNT1 A 0  A_CustomMissile ("LMGDTracer",34,10,random (-3,3))
	UZOL C 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 120, "Reload")
	UZOL C 1 A_FaceTarget
	TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	TNT1 A 0  A_CustomMissile ("LMGDTracer",34,10,random (-3,3))
	UZOL D 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_Wander
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 120, "Reload")
	UZOL D 1 A_FaceTarget
	TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	TNT1 A 0  A_CustomMissile ("LMGDTracer",34,10,random (-3,3))
	UZOL D 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 120, "Reload")
	UZOL D 1 A_FaceTarget
	TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	TNT1 A 0  A_CustomMissile ("LMGDTracer",34,10,random (-3,3))
	UZOL D 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_Wander
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 120, "Reload")
	UZOL D 1 A_FaceTarget 
	TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	TNT1 A 0  A_CustomMissile ("LMGDTracer",34,10,random (-3,3))
	UZOL F 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 120, "Reload")
	TNT1 A 0 A_MonsterRefire (2, "SeeLoop")
   Loop
 GranataCheck:
	TNT1 A 0 A_JumpIfTargetInLos ("Granata", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 700, 325)
 Goto SeeLoop
 Granata:
	TNT1 A 0
	NZSN D 8 Bright A_FaceTarget
	NZSN E 2 Bright A_CustomMissile ("Deutschnade", 42, 0, random (-4,4), CMF_OFFSETPITCH, random (12, 17))
	NZSN D 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 4)	
 Goto SeeLoop      
  Reload:
	UZOL E 18 A_Playsound ("M60Open")
    UZOL D 30 A_TakeInventory ("ShotCounter", 120)
	UZOL D 25 A_Playsound ("M60Load")
	UZOL E 19 A_Playsound ("M60Clos")
	Goto SeeLoop+1
  Pain:
    UZOL G 3
    UZOL G 3 A_Pain
    goto SeeLoop+1
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    UZOL H 5 A_Scream
    UZOL I 5 A_NoBlocking
    UZOL JK 4 A_Playsound ("FallingBodyGear", CHAN_BODY)
    UZOL L -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 3
    PGIB B 3 A_XScream
    PGIB C 4 A_NoBlocking
    PGIB D 4
    PGIB E -1
    Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	UZOL LKJIH 5
   Goto See	  
  Idle:
    UZOL AA 4 A_Wander
    UZOL A 0 A_Look
    UZOL BB 4 A_Wander
    UZOL A 0 A_Look
    UZOL CC 4 A_Wander
    UZOL A 0 A_Look
    UZOL DD 4 A_Wander
    UZOL A 0 A_Look
    loop
  }
	   
	   
	   }

	

