Actor CyberSoldatMK2 
{



 //-----------------------------------COMPLEX DOOM COMPATIBILITY DROPS----------------------------------------------
  
  DropItem "WeaponUpgradeBox" 88		 
  DropItem "Assault Shotgun", 150

Health 1000
Radius 24
Height 64
Mass 450
Speed 10
PainChance 50
+BOSSDEATH
MinMissileChance 88
Monster
Species "BloodyHeavy"
BloodType "DASBLUT"
seesound "CS2/See"
painsound "CS2/Pain"
deathsound "CS2/Death"
activesound "CS2/Active"
Tag "Cyber Soldier Mark 2"
+FLOORCLIP
+DONTHARMSPECIES
scale 1.0
Obituary "%o was shredded by the advanced TV-face cyberfreak"
  States
       {
	   Spawn:
	      TNT1 A 0
		  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("STFUCheck") == 1, "STFU")
		Spawn2:  
	      CBR2 A 4 A_Look
		  Loop
		STFU:
		 TNT1 A 0
		 TNT1 A 0 ACS_NamedExecute ("STFUCS2")
		 Goto Spawn+2     
	   See:
	      CBR2 AABBCCDD 4 A_Chase
		  Loop
	   Missile:
		  TNT1 A 0
		  TNT1 A 0 A_JumpIfCloser (450, "HeavyShotgunBurst")
		  TNT1 A 0 A_JumpIfCloser (550, "DoubleGren")
		   TNT1 A 0 A_Jump (50, "ComboAttack")
		  TNT1 A 0 A_Jump (100, "AutocannonBurst")
	      CBR2 E 11 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("RLF")
		  CBR2 F 10 Bright A_CustomMissile ("CSClusterMissile", 33, 15)
		  CBR2 E 7 A_Playsound ("RLRLD")
		  TNT1 A 0 A_JumpIfCloser (450, "ShotgunFlex")
		  Goto See
	   DoubleGren:
		  CBR2 E 11 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("GRENLF")
		  CBR2 F 10 Bright A_CustomMissile ("CSGrenade", 33, 15, 0, CMF_OFFSETPITCH, random (2,6))
		  CBR2 E 4 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("GRENLF")
		  CBR2 F 10 Bright A_CustomMissile ("CSGrenade", 33, 15, random (-4,4), CMF_OFFSETPITCH, random (2,6))
		  CBR2 E 7 A_FaceTarget
		  TNT1 A 0 A_JumpIfTargetInLos ("AutocannonFlex", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 630)
		  Goto See	
	   ShotgunFlex:
		   CBR2 Q 4 A_FaceTarget
		   CBR2 R 4 A_FaceTarget
	   HeavyShotgunBurst:
		  CBR2 S 8 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("ASSASG", CHAN_WEAPON)
		  TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
		  TNT1 AAAAAA 0 A_CustomMissile ("AA12Tracer",34,-15,random (-5,5))
		  CBR2 J 3 BRIGHT A_FaceTarget
		  CBR2 S 7 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("ASSASG", CHAN_WEAPON)
		  TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
		  TNT1 AAAAAA 0 A_CustomMissile ("AA12Tracer",34,-15,random (-5,5))
		  CBR2 J 3 BRIGHT A_FaceTarget
		  TNT1 A 0 A_JumpIfTargetInLos ("AutocannonBurst", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 575)
		  CBR2 S 7 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("ASSASG", CHAN_WEAPON)
		  TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
		  TNT1 AAAAAA 0 A_CustomMissile ("AA12Tracer",34,-15,random (-5,5))
		  CBR2 J 3 BRIGHT A_FaceTarget
		  CBR2 S 7 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("ASSASG", CHAN_WEAPON)
		  TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
		  TNT1 AAAAAA 0 A_CustomMissile ("AA12Tracer",34,-15,random (-5,5))
		  CBR2 J 3 BRIGHT A_FaceTarget
		  CBR2 S 4 A_FaceTarget
		  TNT1 A 0 A_JumpIfTargetInLos ("AutocannonBurst", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 575)
		  TNT1 A 0
		  Goto See
	   AutoCannonFlex:
		  CBR2 Q 4 A_FaceTarget
		  CBR2 R 4 A_FaceTarget	
	   AutoCannonBurst:
		  CBR2 S 5 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
		  TNT1 A 0 A_CustomMissile ("CSACTracer",35,-15, 0)
		  CBR2 I 1 BRIGHT A_FaceTarget
		  CBR2 S 2 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
		  TNT1 A 0 A_CustomMissile ("CSACTracer",35,-15, 0)
		  CBR2 I 1 BRIGHT A_FaceTarget
		  CBR2 S 2 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
		  TNT1 A 0 A_CustomMissile ("CSACTracer",35,-15, random (-1,1))
		  CBR2 I 1 BRIGHT A_FaceTarget
		  CBR2 S 2 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
		  TNT1 A 0 A_CustomMissile ("CSACTracer",35,-15, random (-1,1))
		  CBR2 I 5 BRIGHT A_FaceTarget
		  Goto See
	   ComboAttack:
		  TNT1 A 0	
		  CBR2 Q 4 A_FaceTarget
		  CBR2 R 4 A_FaceTarget
		  CBR2 S 5 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
		  TNT1 A 0 A_CustomMissile ("CSACTracer",35,-15, 0)
		  CBR2 I 1 BRIGHT A_FaceTarget
		  CBR2 S 2 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
		  TNT1 A 0 A_CustomMissile ("CSACTracer",35,-15, 0)
		  CBR2 I 1 BRIGHT A_FaceTarget
		  CBR2 S 2 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
		  TNT1 A 0 A_CustomMissile ("CSACTracer",35,-15, random (-1,1))
		  CBR2 I 1 BRIGHT A_FaceTarget
		  CBR2 S 2 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
		  TNT1 A 0 A_CustomMissile ("CSACTracer",35,-15, random (-1,1))
		  CBR2 I 5 BRIGHT A_FaceTarget
		  CBR2 G 4 A_FaceTarget
		  CBR2 H 4 A_FaceTarget
		  CBR2 F 10 Bright A_CustomMissile ("CSClusterMissile", 33, 15)
		  CBR2 E 7 A_Playsound ("RLRLD")
		  TNT1 A 0 A_JumpIfCloser (450, "ShotgunFlex")
		  Goto See
	   Pain:
	      CBR2 K 4
		  CBR2 K 4 A_Pain
		  Goto See
	   Death:
	      CBR2 L 6 A_Scream
		  CBR2 M 5 A_NoBlocking
		  CBR2 N 5
		  CBR2 O 5
		  CBR2 P -1
		  Stop
	   Raise:
	      TNT1 A 0 
		  TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	      CBR2 PONML 5
		 Goto See  
		  }	   
}


actor CSClusterMissile  
	{
	projectile
	+MISSILE
	+BLOODSPLATTER
	Translation "128:151=96:111", "123:127=96:111", "64:79=96:111"
	Species "BloodyHeavy"
	+DONTHARMSPECIES
	radius 3
	height 3
	missiletype "CSMiniMissileTrail"
	missileheight 8
	scale 0.92
	speed 28
	damage (10)
	Obituary "%o is now a rocket-man!"
	states
		{
		Spawn:
		TNT1 A 0 A_SpawnItemEx("AverageRocketTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION) 
		ZMIS A 1 Bright A_Playsound ("rockfly",7,1.0,true)
		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((15),70, 0 ,0,40)
		TNT1 AAAA 0 A_CustomMissile ("GrenadeCluster", 0, 0, random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (7, 15))
		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
		}
	}



  Actor CSACTracer 
	{
	Projectile
	Damage (15)
	+FORCEXYBILLBOARD
	+DONTSPLASH
	+BLOODSPLATTER 
	+NOEXTREMEDEATH
	radius 2
	height 2
	speed 30
	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((10),75,0 ,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	
		 }
	  }	
