Actor TacticalMachinegunner : GenericHumanScum 
    {
	 scale 1.0
  obituary "%o was peacefully neutralised by the Tactical Machinegunner"
  health 350
  radius 15
  height 54
  mass 100
  speed 14
  Species "Arch"
+DONTHARMSPECIES
  Damage 2
  painchance 10
  SeeSound "HeavyGunner/See"
  PainSound "HeavyGunner/pain"
  DeathSound "HeavyGunner/Death"
  ActiveSound "HeavyGunner/Active"
  dropitem "Chaingun", 4
  Tag "Tactical Machinegunner"
  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:		
    TOMS E 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 ("HMGShotCounter", 200, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    TOMS 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 (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("HMGShotCounter", 200, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    TOMS 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))
	    TOMS 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))
	    TOMS 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
	    TOMS 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)) 
	    TOMS 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)) 
	    TOMS 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:
    TOMS E 7 A_FaceTarget
	//TNT1 A 0 A_JumpIfTargetInLos ("RunNGun", 0, JLOSF_DEADNOJUMP, 1450, 0)
	TNT1 A 0 A_JumpIfInventory ("HMGShotCounter", 200, "Reload")
	TNT1 A 0 A_JumpIfTargetInLos ("Triple40mm", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 1200, 450) 
	TNT1 A 0 A_JumpIfTargetInLos ("Suppression", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1201)
  MissileLoop:
    TNT1 A 0 A_PlaySound ("DSASSRF2")
	TNT1 A 0 A_PlaySound ("TACTMGFF", 6, 0.5, 0)
	TOMS F 2 BRIGHT A_CustomMissile ("HMGTracer",32,0,random (-6,6))
	TNT1 A 0 A_GiveInventory ("HMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HMGShotCounter", 200, "Reload")
	//TNT1 A 0 A_JumpIfInTargetLos ("DodgeCheck")
    TOMS E 2 A_MonsterRefire (40, "SeeLoop")
	goto MissileLoop
    Triple40mm:
	  TOMS E 4 A_FaceTarget
	  TNT1 A 0 A_PlaySound ("GLFIR", CHAN_WEAPON)
	  TOMS F 2 Bright A_CustomMissile ("Grenade40mm", 32, 0, random (-3,3), CMF_OFFSETPITCH, random (10, 16))
	  TOMS E 8 A_FaceTarget
	  TNT1 A 0 A_PlaySound ("GLFIR", CHAN_WEAPON)
	  TOMS F 2 Bright A_CustomMissile ("Grenade40mm", 32, 0, random (-3,3), CMF_OFFSETPITCH, random (10, 13))
	  TOMS E 8 A_FaceTarget
	  TNT1 A 0 A_PlaySound ("GLFIR", CHAN_WEAPON)
	  TOMS F 2 Bright A_CustomMissile ("Grenade40mm", 32, 0, random (-3,3), CMF_OFFSETPITCH, random (10, 18))
	  Goto SeeLoop
  Suppression:
    TOMS E 1 A_FaceTarget
	TNT1 A 0 A_SetAngle (angle+random(-10,10))
	TNT1 A 0 A_PlaySound ("DSASSRF2")
	TNT1 A 0 A_PlaySound ("TACTMGFF", 6, 0.5, 0)
	TOMS F 1 BRIGHT A_CustomMissile ("HMGTracer",32,0, random (-3,3))
	TNT1 A 0 A_GiveInventory ("HMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HMGShotCounter", 200, "Reload")
	TOMS E 1 A_MonsterRefire (40, "SeeLoop")
	Goto Suppression
  Reload:
    TOMS D 30 A_Playsound ("MGMAGOPN")
	TNT1 A 0 A_TakeInventory ("HMGShotCounter", 200)
	TOMS E 25 A_Playsound ("MGMAGLOA")
	TOMS D 14 A_Playsound ("MGMAGCLS")
	Goto SeeLoop
  Pain:
    TOMS G 3
    TOMS G 3 A_Pain
	TNT1 A 0 A_Jump (100, "DodgeCheck") 
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    TOMS H 5 A_Scream
    TOMS I 5
    TOMS J 5 A_NoBlocking
    TOMS K 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    TOMS L -1
    stop
  Death.WEAK:
    TOMS O 5
    TOMS P 5 A_PlaySound("Baddy/pain")
    TOMS Q 5 A_NoBlocking
    TOMS R 5
    TOMS S -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TOMS U 5
    TOMS V 5 A_XScream
    PGIB A 5 A_NoBlocking
    PGIB BCD 5
    PGIB E -1
    Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	TOMS LKJIH 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:
    TOMS AA 4 A_Wander
    TOMS A 0 A_Look
    TOMS BB 4 A_Wander
    TOMS A 0 A_Look
    TOMS CC 4 A_Wander
    TOMS A 0 A_Look
    TOMS DD 4 A_Wander
    TOMS A 0 A_Look
    loop
  }

}	


Actor Grenade40mm
   {
 projectile
+MISSILE
-NOGRAVITY
+BLOODSPLATTER
gravity 0.5
radius 5
height 5
speed 30
scale 1.0
damage (10)
Obituary "%o was blown up by 40mm grenade"
states
    {
	 Spawn:
	     GREX A 3 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		Loop
     Death:
         TNT1 A 0
         TNT1 A 0 A_PlaySound("misc/boom",5)
         TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
         TNT1 A 0 A_Explode((30),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
     }
   
  }


