Actor SilencedRifleSpecOp : GenericHumanScum 
    {
  scale 1.0
  obituary "%o was scared by the Phantom Stealth Operative"
  health 350
  radius 15
  height 54
  mass 100
  speed 14
  Species "Arch"
+DONTHARMSPECIES
  painchance 35
  SeeSound "HeavyGunner/See"
  PainSound "HeavyGunner/pain"
  DeathSound "HeavyGunner/Death"
  ActiveSound "HeavyGunner/Active"
  dropitem "Chaingun", 4
  Tag "Phantom Stealth Operative"
  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))
  Spawn2:		
    TOMT C 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUHeavyGunner")
	 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_CheckSight ("CheckReload")
    TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    TOMT AABBCCDD 2 A_Chase
    loop
  DodgeCheck:
    TNT1 A 0 A_Jump (255, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	Goto MissileCheck
  CheckReload:
    TNT1 A 0 A_Jump (245, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    TOMT 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))
	    TOMT 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))
	    TOMT 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
	    TOMT 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)) 
	    TOMT 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)) 
	    TOMT AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
  PullingBack:
     TNT1 A 0 A_ChangeFlag ("Frightened", true)
	 TOMT AABBCCDD 2 A_Chase
	 TNT1 A 0 A_JumpIfTargetInLos ("Engaging", 0, JLOSF_DEADNOJUMP, 340)
	 TOMT AABBCCDD 2 A_Chase
	 TNT1 A 0 A_CheckSight ("AlphaBravo")
	 TNT1 A 0 A_GiveInventory ("MovingCounter", 1)
	 TNT1 A 0 A_JumpIfInventory ("MovingCounter", 15, "Engaging")
	Loop  		
  AlphaBravo:
    TNT1 A 0 A_ChangeFlag ("Frightened", false)
    TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
    AOMT E 2 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	AOMT E 2 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	AOMT E 2 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
	TNT1 A 0 A_Jump (1, "SeeLoop")
   Loop
  Engaging:
    TNT1 A 0
    TNT1 A 0 A_TakeInventory ("MovingCounter", 15)
    TOMT E 4 A_FaceTarget
   Goto MissileCheck
  ShortRetreat:
	    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true)
	    TOMT AABBCCDDAABBCCDDAABBCCDD 2 A_Chase ("", "")
	   Goto RetreatStop
  RetreatStop:
	    TNT1 A 0
		TNT1 A 0 A_Changeflag ("FRIGHTENED", false)
	   Goto SeeLoop+1	   
  MissileAmbush:
    AOMT E 12 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("AmbushCQ", 0, JLOSF_DEADNOJUMP, 500)
	TNT1 A 0 A_JumpIfTargetInLos ("AmbushLR", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
	AOMT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 32, 7)
	AOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	AOMT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 32, 7)
	AOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	AOMT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 32, 7)
	AOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	AOMT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 32, 7, random (-1,1))
	AOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	AOMT E 2 A_FaceTarget
   Goto RetreatTurret
  AmbushLR:
    AOMT E 12 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 32, 7)
	AOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "RetreatTurret")
   Loop
  AmbushCQ:
    AOMT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 32, 7)
	AOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	AOMT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 32, 7)
	AOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	AOMT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 32, 7, random (-1,1))
	AOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	AOMT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 32, 7, random (-1,1))
	AOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
   Goto DefensiveGrenade
  MissileCheck:
    TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1,2)
	TNT1 A 0 A_Jump (210, "GranataCheck")
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP )
	Goto SeeLoop
  Missile:
    TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
    TOMT E 12 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("Closequarters", 0, JLOSF_DEADNOJUMP, 500)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1000)
  MissileLoop:
    TOMT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 42, 7)
	TOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	TOMT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 42, 7)
	TOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	TOMT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 42, 7)
	TOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "AlphaBravo")
	TOMT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 42, 7, random (-1,1))
	TOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	TOMT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 42, 7, random (-1,1))
	TOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "AlphaBravo")
   Goto RetreatTurret
  LongRange:
    TOMT E 45 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 42, 7)
	TOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "AlphaBravo")
	TOMT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 42, 7)
	TOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "AlphaBravo")
	TOMT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 42, 7)
	TOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "AlphaBravo")
	TOMT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 42, 7, random (-1,1))
	TOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "AlphaBravo")
   Goto SeeLoop
  CloseQuarters:
    TOMT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SILRIFIR")
    TNT1 A 0 A_CustomMissile ("HRTracer", 42, 7)
	TOMT F 1 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 10, "PullingBack")
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "RetreatTurret")
   Loop
  RetreatTurret:
    TNT1 A 0
    TOMT D 12 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)	
	TOMT E 8 A_CustomMissile ("NadeTurretTossed", 42, 0, random (-34,34), CMF_OFFSETPITCH, random (12, 17))
	Goto PullingBack
  GranataCheck:
	TNT1 A 0 
    TNT1 A 0 A_JumpIfTargetInLos ("Granata", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 300)
	Goto MissileCheck+2
  Granata:
	TNT1 A 0
    TOMT D 12 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)	
	TOMT E 8 A_CustomMissile ("GreenHandGrenade", 42, 0, random (-3,3), CMF_OFFSETPITCH, random (12, 17))
	Goto SeeLoop
  DefensiveGrenade:
	TNT1 A 0
    TOMT D 12 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)	
	TOMT E 8 A_CustomMissile ("GreenHandGrenade", 42, 0, random (-6,6), CMF_OFFSETPITCH, random (12, 17))
	Goto PullingBack	
  Reload:
    TOMT D 30 A_Playsound ("TRIFOUT")
	TNT1 A 0 A_TakeInventory ("RifleShotCounter", 20)
	TOMT E 25 A_Playsound ("TRIFIN")
	TOMT D 16 A_Playsound ("TRIFCOCK")
	TNT1 A 0 A_JumpIfTargetInLos ("Granata", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 300)
	Goto SeeLoop
  Pain:
    TOMT G 3
	TNT1 A 0 A_ChangeFlag ("Frightened", false)
    TOMT G 3 A_Pain
	TNT1 A 0 A_Jump (100, "DodgeCheck") 
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    TOMT H 5 A_Scream
    TOMT I 5
    TOMT J 5 A_NoBlocking
    TOMT K 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    TOMT N -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 5
    PGIB B 5 A_XScream
    PGIB C 5 A_NoBlocking
    PGIB D 5
    PGIB E -1
    Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	TOMT NKJIHG 5
   Goto See	
  //Suren:
    //RSS1 A 5 A_PlaySound("Baddy/Surren")
    //RSS1 B 5 
    //RSS1 C 5 A_NoBlocking
   // RSS1 C 5 A_SpawnItem("Russ1wimp",0,0)
    //stop
  Idle:
    TOMT AA 4 A_Wander
    TOMT A 0 A_Look
    TOMT BB 4 A_Wander
    TOMT A 0 A_Look
    TOMT CC 4 A_Wander
    TOMT A 0 A_Look
    TOMT DD 4 A_Wander
    TOMT A 0 A_Look
    loop
  }

}	






	Actor NadeTurretTossed
	 {
	    Projectile
		Height 1
		Radius 1
		Scale 1.0
		Speed 20
		Species "Arch"
		Gravity 0.62
		Translation "96:111=1:8"
		Deathsound "DSHGREN3"
		Obituary "%o destroyed some fragile military equipment. With his skull" 
		Radius 5
		Scale 0.35
		+MISSILE
		+THRUACTORS
		-NOGRAVITY
		+THRUSPECIES
		+MTHRUSPECIES
		+DONTREFLECT
		+DONTBLAST
		-BLOODSPLATTER
		+SKYEXPLODE
		Damage (1)
		    States
			   {
			    Spawn:
				  LBSS ABCDEFGH 4
				 Loop
				Death:
				  XDeath:
				    Crash:
					Crush:
				    LBSR A 4
					LBSR A 3
					//TNT1 A 0 A_RearrangePointers(AAPTR_TARGET, AAPTR_TARGET)
					TNT1 A 0 A_SpawnItemEx ("NadeTurret", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERPOINTERS)
					TNT1 A 3
				   Stop
				   }
				   
	}




			Actor NadeTurret
		{
		 Health 8
		 Radius 8
		 Species "Arch"
		 Height 24
		 Speed 0
		 Scale 0.35
		 Monster
		 Obituary "%o was shot by the throwable mini-turret"
		 MinMissileChance 1
		 +LOOKALLAROUND
		 Translation "96:111=1:8"
		 +NOICEDEATH
		 BloodType "MetalSurface"
		 -COUNTKILL
			States
				{
				 Spawn:
				    LBSR A 10 BRIGHT A_Look
				  See:
				    LBSR B 1 A_FaceTarget
				  SeeLoop:
				    LBSR B 25 A_Chase ("", "Turret", CHF_DONTMOVE)
					//LBSN A 14 A_SetAngle (angle+random(-45,45))
				   Loop
				  Turret:
				    TNT1 A 0 A_PlaySound ("LBSRED")
				    LBSR BBBCCCDDDEEEFFF 1 A_FaceTarget
				  TurretLoop:
				    LBST B 12 A_FaceTarget
					TNT1 A 0 A_Playsound ("BYPFR")
					TNT1 A 0 A_CustomMissile ("LightPistolTracer", 32, -1, random (-1,0))
					TNT1 A 0 A_CustomMissile ("LightPistolTracer", 32, 1, random (0,1))
					LBST A 3 BRIGHT A_FaceTarget
					TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
					TNT1 A 0 A_JumpIfInventory ("ShotCounter", 20, "Death")
					TNT1 A 0 A_MonsterRefire (2, "SeeLoop")
				   Loop	
				  Death:
				    TNT1 A 0 A_PlaySound ("MINIEX")
				    TNT1 A 0 A_SpawnItemEx ("RedBlasterSparxes", 0, 0, 20, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				    TNT1 AA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
				    LBST BB 2 Bright A_SpawnItemEx ("MafonSparxes", 0, 0, 10, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
					TNT1 AAAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
				    TNT1 A 0 A_SpawnItemEx ("BeaconExplosionFlame", 0, 0, 20, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_Explode ((5), 35)
					TNT1 AAA 0 A_CustomMissile ("CrapMetal", random (-4,4), random (-4,4), random (-360,360), CMF_OffSetPitch | CMF_AIMDIRECTION, random (15,30))
					TNT1 A 0 A_SpawnItemEx ("BeaconExplosion", 0, 0, 20, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				   Stop	
				    
				}
		}
	


