     Actor AutoCannonMarksmaness 
       {
	   
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------

DropItem "WeaponUpgradeBox", 100
DropItem "HealthFlask", 40
DropItem "ArmorCharge", 40
DropItem "AmmoPack", 20	 
	   
  scale 1.069
  obituary "%o was outgunned by the girl with a very big gun"
  health 650
  radius 15
  height 54
  mass 420
  +BOSSDEATH
  DamageFactor "AutoCannonMarksmaness", 0
  speed 13
  +NODROPOFF
  MaxDropOffHeight 69
  +DONTHARMSPECIES
  BloodType "DASBLUT"
  Species "BloodyHeavy"
  painchance 15
  SeeSound "FemJuggernaut/See"
  PainSound "FemJuggernaut/pain"
  DeathSound "FemJuggernaut/Death"
  ActiveSound "FemJuggernaut/Active"
  Tag "Auto Cannon FemJuggernaut"
  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")
   Spawn2:	
    AUCG A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUFemJuggernaut")
	 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 
    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 ("CheckMine")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    AUCG AABBCCDD 3 A_Chase
    loop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    AUCG 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))
	    AUCG 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))
	    AUCG 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
	    AUCG 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)) 
	    AUCG 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)) 
	    AUCG 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:
    AUCG E 15 A_FaceTarget
	TNT1 A 0 A_Jump (185, 2)
	TNT1 A 0 A_PlaySound ("FemJuggernaut/Attack", CHAN_VOICE)
	TNT1 A 0 A_PlaySound ("ACCHARG", CHAN_WEAPON)
	TNT1 A 0 A_JumpIfTargetInLos ("ThatSniping", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 950)
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 450, 0)
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	TNT1 A 0 A_FaceTarget
	AUCG F 2 BRIGHT A_CustomMissile ("FastACTracer", 32, 9, random (-1,1))
	TNT1 A 0 A_FaceTarget
	AUCG E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	TNT1 A 0 A_FaceTarget
	AUCG F 2 BRIGHT A_CustomMissile ("FastACTracer", 32, 9, random (-1,1))
	TNT1 A 0 A_FaceTarget
	AUCG E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	TNT1 A 0 A_FaceTarget
	AUCG F 2 BRIGHT A_CustomMissile ("FastACTracer", 32, 9, random (-1,1))
	TNT1 A 0 A_FaceTarget
	AUCG E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	TNT1 A 0 A_FaceTarget
	AUCG F 2 BRIGHT A_CustomMissile ("FastACTracer", 32, 9, random (-1,1))
	TNT1 A 0 A_FaceTarget
	AUCG E 1 A_FaceTarget
 Goto SeeLoop
 ThatSniping:
    TNT1 A 0
    //TNT1 A 0 A_PlaySound ("ACCHARG", CHAN_WEAPON)
    AUCG E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	TNT1 A 0 A_FaceTarget
	AUCG F 2 BRIGHT A_CustomMissile ("FastACTracer", 32, 9)
	TNT1 A 0 A_FaceTarget
	AUCG E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	TNT1 A 0 A_FaceTarget
	AUCG F 2 BRIGHT A_CustomMissile ("FastACTracer", 32, 9)
	TNT1 A 0 A_FaceTarget
	AUCG E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	TNT1 A 0 A_FaceTarget
	AUCG F 2 BRIGHT A_CustomMissile ("FastACTracer", 32, 9)
	TNT1 A 0 A_FaceTarget
	AUCG E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	TNT1 A 0 A_FaceTarget
	AUCG F 2 BRIGHT A_CustomMissile ("FastACTracer", 32, 9)
	TNT1 A 0 A_FaceTarget
	AUCG E 1 A_FaceTarget
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
   Loop
  CloseQuarters:
    TNT1 A 0
    //TNT1 A 0 A_PlaySound ("ACCHARG", CHAN_WEAPON)
    AUCG E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	TNT1 A 0 A_FaceTarget
	AUCG F 2 BRIGHT A_CustomMissile ("FastACTracer", 32, 9, random (-2,2))
	TNT1 A 0 A_FaceTarget
	AUCG E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	TNT1 A 0 A_FaceTarget
	AUCG F 2 BRIGHT A_CustomMissile ("FastACTracer", 32, 9, random (-2,2))
	TNT1 A 0 A_FaceTarget
	AUCG E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	TNT1 A 0 A_FaceTarget
	AUCG F 2 BRIGHT A_CustomMissile ("FastACTracer", 32, 9, random (-2,2))
	TNT1 A 0 A_FaceTarget
	AUCG E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	TNT1 A 0 A_FaceTarget
	AUCG F 2 BRIGHT A_CustomMissile ("FastACTracer", 32, 9, random (-2,2))
	TNT1 A 0 A_FaceTarget
	AUCG E 1 A_FaceTarget
   Goto SeeLoop
  CheckMine:
    TNT1 A 0
    TNT1 A 0 A_Jump (55, "Planting")
   Goto SeeLoop+1
  Planting:
    TNT1 A 0 
	TNT1 A 0 A_JumpIfInventory ("Minen", 6, "SeeLoop") 
    AUCG G 4 A_SetAngle (Random (angle-45, angle+45))
	AUCG E 25 A_CustomMissile ("ACMarksmanessMine", 32, 9, random (-7,7), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-7, 0))
	TNT1 A 0 A_GiveInventory ("Minen", 1)
	Goto SeeLoop
  Pain:
    TNT1 A 0
    TNT1 A 0 A_StopSound (chan_weapon)
    AUCG G 3
    AUCG G 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren") 
	AUCG HI 6 A_StopSound (chan_weapon)
    AUCG J 6 A_Scream
	TNT1 A 0 A_Playsound ("FallingBodyGear", CHAN_BODY)
    AUCG K 6 A_NoBlocking
    AUCG L -1
   Stop	
  XDeath:
    TNT1 A 0
	TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_StopSound (chan_weapon)
    PGIB A 5 A_XScream
    PGIB B 5 A_NoBlocking
    PGIB CD 3
    PGIB E -1
    Stop
  Idle:
    AUCG AA 4 A_Wander
    AUCG A 0 A_Look
    AUCG BB 4 A_Wander
    AUCG A 0 A_Look
    AUCG CC 4 A_Wander
    AUCG A 0 A_Look
    AUCG DD 4 A_Wander
    AUCG A 0 A_Look
    loop
 Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	AUCG LKJIH 5
   Goto See	
  }
	   
	   
	   }
	   
	   
	   
	   
	   
	Actor FastACTracer 
{
Projectile
Damage (12)
+FORCEXYBILLBOARD
+DONTSPLASH
+BLOODSPLATTER 
+NOEXTREMEDEATH
radius 2
height 2
speed 40
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((8),95,0 ,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	
	 }
  }   
	
	
	
	Actor ACMarksmanessMine
	 {
	    Projectile
		Height 1
		Radius 1
		Scale 0.3
		Speed 10
		Species "BloodyHeavy"
		Gravity 1.0
		Deathsound "DSHGREN3"
		Obituary "%o ate LEEMONCHIK" 
		Radius 5
		+MISSILE
		+THRUACTORS
		-NOGRAVITY
		+THRUSPECIES
		+MTHRUSPECIES
		+DONTREFLECT
		+DONTBLAST
		-BLOODSPLATTER
		+SKYEXPLODE
		Damage (1)
		    States
			   {
			    Spawn:
				  FMIN A 10
				 Loop
				Death:
				  XDeath:
				    Crash:
					Crush:
				    FMIN A 4
					FMIN A 3
					TNT1 A 0 A_RearrangePointers(AAPTR_TARGET, AAPTR_TARGET)
					TNT1 A 0 A_SpawnItemEx ("FUCKINGMineActive", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_TRANSFERPOINTERS)
					TNT1 A 3
				   Stop
				   }
				   
	}
	
	
	
	Actor ACMarksmanessMineActive
	     {
		  Scale 0.3
		  Radius 12
		  Height 8
		  Monster
		  Species "BloodyHeavy"
		  Mass 32000
		  +FLOORCLIP
		  +FRIENDLY
		  +QUICKTORETALIATE
		  +NOBLOOD
		  +LOOKALLAROUND
		  +NEVERRESPAWN
		  +NOBLOCKMONST
		  +DROPOFF
		  +STANDSTILL
		  -SOLID
		  -COUNTKILL
		  Health 3
		     States
				  {
				   Spawn:
				      FMIN A 1 A_Look
					  FMIN A 2 A_ChangeFlag ("NOBLOCKMAP", true)
					  FMIN A 2 A_ChangeFlag ("NOBLOCKMAP", false)
				      TNT1 A 0 A_JumpIfCloser ( 5, "Death")
					 Loop  
				   Death:
					  FMIN A 30 A_PlaySound ("MINENDET", CHAN_WEAPON)
					  TNT1 A 0 A_PlaySound("misc/boom", 0)
					  TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0) 
				      TNT1 A 0 A_SpawnItemEx ( "GroundExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					  TNT1 AAA 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_Explode ((45), 128)
				    Stop     
				  }		  
		 }		  
		 
	  
	  
	
	  
	  
	  
	  
	  
	
	  Actor GroundExplosion
	      {
		   +NOINTERACTION
		   +CLIENTSIDEONLY
		   Scale 0.88
				States
				    {
					 Spawn:
					 TNT1 A 0 
					 TNT1 A 0 A_PlaySound("misc/boom", 0)
					 TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0) 
					 DB27 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT
					Stop  
					}
		  }
		     
			 
			 
	   Actor FUCKINGMineActive 4325
{
  Obituary "%o stumbled upon a shiny iron plate. Unfortunately, that was a mine"
  DamageType "AutoCannonMarksmaness"
Scale 0.3
Radius 12
Height 8
Health 10
  Mass 60
  Speed 0
  Monster
  MaxTargetRange 100
  //+USEDAMAGEEVENTSCRIPT 
  +FLOORCLIP
  +FRIENDLY
  +QUICKTORETALIATE
  +NOBLOOD
  +LOOKALLAROUND
  +NEVERRESPAWN
  +NOBLOCKMONST
  +DROPOFF
  +STANDSTILL
  -SOLID
  -COUNTKILL
  //var int user_MechanicianStuffTimer;
states
{
Spawn:
TNT1 A 0
TNT1 A 0 
Spawn2:
FMIN A 1 A_Look
loop
See:
FMIN A 1 A_Chase(0,0)
TNT1 A 0 A_JumpIfCloser(50,"KABEEM")
goto Spawn2
KABEEM:
TNT1 A 0
TNT1 A 0 A_PlaySound("MINENDET",7)
FMIN B 18 Bright
goto Death
Death:
TNT1 A 0
TNT1 A 0 A_PlaySound("MINENDET",7)
TNT1 A 0 A_TakeInventory ("Minen", 1, 0, AAPTR_MASTER)
TNT1 A 0 A_Explode((60),132)
TNT1 A 0 A_SpawnItemEx("GroundExplosion",0,0,10,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 35
stop
}
}		 
	  		 
			 
		  
		  
	  Actor Minen : Inventory
			{
			 Inventory.Maxamount 6
			}
			
				 
	