   Actor TerMRLS : GenericHumanScum 
       {
  
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 10
  DropItem "Minigun" 79
  	   
  scale 1.0
  obituary "%o was blasted all over the desert by the moderate opposition member, who was protecting his faith and freedom with the handheld DIY MRLS"
  health 254
  radius 15
  height 54
  mass 100
  +BOSSDEATH
  speed 9
  Species "ARAC"
  +DONTHARMSPECIES 
  painchance 69
  SeeSound "Arab/See"
  PainSound "Arab/pain"
  DeathSound "Arab/Death"
  ActiveSound "Arab/Active"	
  Tag "MRLS Desert Warrior"
  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 ("AlaWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
  Spawn2:
    DCHR A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUArab")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  KabeemCheck:
    TNT1 A 0 
    TNT1 A 0 A_JumpIfCloser (115, "Kabeem")
   Goto SeeLoop	
  Kabeem:	
    DCHR G 30 A_PlaySound ("Arab/See")
	TNT1 A 0 A_CustomMissile ("AllaExplosion", 32, 0)
	TNT1 A 0 DamageThing (999)
   Goto XDeath	 
  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")
    DCHR AABBCCDD 3 A_Chase
	TNT1 A 0 A_JumpIfHealthLower (95, "KabeemCheck")
    loop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    DCHR 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))
	    DCHR 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))
	    DCHR 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
	    DCHR 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)) 
	    DCHR 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)) 
	    DCHR 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:
	DCHR G 15 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 75, "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:
    DCHR E 6 BRIGHT A_FaceTarget
	TNT1 A 0 A_PlaySound ("GLFIR")
	DCHR F 4 BRIGHT A_CustomMissile ("TerMRLSGrenade20mm", 34, 11, random (-5,5), CMF_OFFSETPITCH, random (10, 14))
	TNT1 A 0 A_JumpIfTargetInLOs ("Closequarters", 0, JLOSF_DEADNOJUMP, 500)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 75, "Reload")
	TNT1 A 0 A_MonsterRefire (15, "SeeLoop")
   Loop
  CloseQuarters:
    DCHR E 6 BRIGHT A_FaceTarget
	TNT1 A 0 A_PlaySound ("GLFIR")
	DCHR F 4 BRIGHT A_CustomMissile ("TerMRLSGrenade20mm", 34, 11, random (-5,5), CMF_OFFSETPITCH, random (6, 9))
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
	TNT1 A 0 A_JumpIfTargetInLos ("MissileLoop", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 1000, 500)
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 75, "Reload")
	TNT1 A 0 A_MonsterRefire (15, "SeeLoop")
   Loop
 LongRange:
    DCHR E 10 BRIGHT A_FaceTarget
	TNT1 A 0 A_PlaySound ("DRONRL")
	DCHR F 4 BRIGHT A_CustomMissile ("TerMRLSMiniRocket", 34, 11, random (-2,2))
	TNT1 A 0 A_JumpIfTargetInLOs ("Closequarters", 0, JLOSF_DEADNOJUMP, 500)
	TNT1 A 0 A_JumpIfTargetInLos ("MissileLoop", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 1000, 500)
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 75, "Reload")
	TNT1 A 0 A_MonsterRefire (15, "SeeLoop")
   Loop
  Reload:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInTargetLos ("MovingToCover", 5, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 569)
	DCHR B 12
	TNT1 A 0 A_Playsound ("CHNGND1A")
    DCHR D 45 A_TakeInventory ("ShotCounter", 75)
	TNT1 A 0 A_Playsound ("M60Open")
	DCHR C 15 A_Playsound ("M60Load")
	DCHR G 12 A_Playsound ("M60Clos")
	Goto SeeLoop+1
 MovingToCover:
			  TNT1 A 0
			  TNT1 A 0 A_Changeflag ("FRIGHTENED", true)
		  MovingToCoverLoop:		
			  DCHR AABBCCDD 2 A_Chase ("","")
			  TNT1 A 0 A_CheckSight ("ReloadBrave")
			  TNT1 A 0 A_GiveInventory ("MovingCounter", 1)
			  TNT1 A 0 A_JumpIfInventory ("MovingCounter", 10, "ReloadBrave")	
			 Loop
  ReloadBrave:
	TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
	DCHR B 12
	TNT1 A 0 A_Playsound ("CHNGND1A")
    DCHR D 45 A_TakeInventory ("ShotCounter", 75)
	TNT1 A 0 A_Playsound ("M60Open")
	DCHR C 15 A_Playsound ("M60Load")
	DCHR G 12 A_Playsound ("M60Clos")
	Goto SeeLoop+1			 
  Pain:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
    DCHR G 3
    DCHR G 3 A_Pain
    goto SeeLoop+1
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    DCHR H 5 A_Scream
    DCHR I 5 A_NoBlocking
    DCHR JK 3 
    DCHR L 3
	DCHR M 3 A_Playsound ("FallingBodyGear", CHAN_BODY)
    DCHR N -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    DCHX A 1
    DCHX B 1 A_XScream
    DCHX C 5 A_NoBlocking
    DCHX DE 5
    DCHX F -1
    Stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	DCHR NMLKJiH 5
   Goto See	
  Idle:
    DCHR AA 4 A_Wander
    DCHR A 0 A_Look
    DCHR BB 4 A_Wander
    DCHR A 0 A_Look
    DCHR CC 4 A_Wander
    DCHR A 0 A_Look
    DCHR DD 4 A_Wander
    DCHR A 0 A_Look
    loop
	}
	      
  }
  
  
  
  
  
	Actor TerMRLSGrenade20mm
		   {
		 projectile
		+MISSILE
		-NOGRAVITY
		+BLOODSPLATTER
		gravity 0.4
		radius 5
		height 5
		speed 30
		scale 0.83
		damage (4)
		Obituary "%o was blown up by 20mm grenade"
		states
			{
			 Spawn:
				 MMIS A 3 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
				Loop
			 Death:
				 TNT1 A 0
				 TNT1 A 0 A_PlaySound("MINIEX", 0)
				 TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
				 TNT1 A 0 A_Explode((15),60, 0 ,0,60)
				 TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
				 TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 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 TerMRLSMiniRocket  
			{
			projectile
			+MISSILE
			+BLOODSPLATTER
			Species "Kek"
			+DONTHARMSPECIES
			radius 3
			height 3
			missiletype "CSMiniMissileTrail"
			missileheight 8
			scale 0.83
			speed 32
			damage (7)
			Obituary "%o is now a rocket-man!"
			states
				{
			Spawn:
			TNT1 A 0 A_SpawnItemEx("LittleRocketTrail",-20,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION) 
			MMIS A 1 Bright A_Playsound ("rockfly",7,1.0,true)
			loop
			Death:
			TNT1 A 0
			TNT1 A 0 A_PlaySound("MINIEX",0)
			TNT1 A 0 A_PlaySound("misc/distanceboom",6,0.4,0,0)
			TNT1 A 0 A_Explode((15), 88, 0 ,0,40)
			TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 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 0 A_StopSound (7)
			TNT1 A 20
			stop
				}
			}

