Actor CyberSoldatMK3 
{



 //-----------------------------------COMPLEX DOOM COMPATIBILITY DROPS----------------------------------------------
  
  DropItem "WeaponUpgradeBox" 88		 

Health 1000
Radius 24
Height 64
Mass 450
Speed 10
PainChance 50
+BOSSDEATH
MinMissileChance 88
Monster
Species "BloodyHeavy"
BloodType "DASBLUT"
seesound "CS3/See"
painsound "CSM3PA01"
deathsound "CS2/Death"
activesound "CS3/Active"
Tag "Cyber Soldier Mark 3"
+FLOORCLIP
+DONTHARMSPECIES
scale 1.0
Obituary "%o was cooked in extra crispy style by the Cyber soldier Mark 3 unconventional weaponry"
  States
       {
	   Spawn:
	      TNT1 A 0
		  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("STFUCheck") == 1, "STFU")
		Spawn2:  
	      CBS3 A 4 A_Look
		  Loop
		STFU:
		 TNT1 A 0
		 TNT1 A 0 ACS_NamedExecute ("STFUCS3")
		 Goto Spawn+2     
	   See:
	      CBS3 AABBCCDD 4 A_Chase
		  Loop
	   Missile:
		  CBS3 E 16 A_FaceTarget
		  TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 435)
		  TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 900)
		  TNT1 A 0 A_Jump (125, "WhirlBurst")
		  TNT1 A 0 A_PlaySound ("CSFLAFIR", CHAN_WEAPON)
		  CBS3 F 4 BRIGHT A_CustomMissile ("CSMK3PyroShot", 32, 15)
		  CBS3 E 12  A_FaceTarget
		  TNT1 A 0 A_PlaySound ("CSFLAFIR", CHAN_WEAPON)
		  CBS3 F 4 BRIGHT A_CustomMissile ("CSMK3PyroShot", 32, 15)
		  CBS3 E 12  A_FaceTarget
		  TNT1 A 0 A_PlaySound ("CSFLAFIR", CHAN_WEAPON)
		  CBS3 F 4 BRIGHT A_CustomMissile ("CSMK3PyroShot", 32, 15)
		  Goto See
	   WhirlBurst:
	      TNT1 A 0 A_PlaySound ("CSFLAFIR", CHAN_WEAPON)
		  CBS3 F 4 BRIGHT A_CustomMissile ("PyroWhirlShot", 32, 15)
		  CBS3 E 7  A_FaceTarget
		  TNT1 A 0 A_PlaySound ("CSFLAFIR", CHAN_WEAPON)
		  CBS3 F 4 BRIGHT A_CustomMissile ("PyroWhirlShot", 32, 15, random (-5,5))
		  CBS3 E 5  A_FaceTarget
		  TNT1 A 0 A_PlaySound ("CSFLAFIR", CHAN_WEAPON)
		  CBS3 F 4 BRIGHT A_CustomMissile ("PyroWhirlShot", 32, 15, random (-3,3), CMF_OFFSETPITCH, random (0,3))
		  Goto See
	   Closequarters:
	      CBS3 E 3 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("CSFLAFIR", CHAN_WEAPON)
		  CBS3 F 1 BRIGHT A_CustomMissile ("PyroWhirlShot", 32, 15, random (-8,8))
		  CBS3 E 5 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("CSFLAFIR", CHAN_WEAPON)
		  CBS3 F 3 BRIGHT A_CustomMissile ("PyroWhirlShot", 32, 15, random (-8,8))
		  CBS3 E 5 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("CSFLAFIR", CHAN_WEAPON)
		  CBS3 F 3 BRIGHT A_CustomMissile ("PyroWhirlShot", 32, 15, random (-8,8))
		 Goto See
	   LongRange:
	      CBS3 E 9 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("CSFLAFIR", CHAN_WEAPON)
		  CBS3 F 4 BRIGHT A_CustomMissile ("CSMK3PyroShot", 32, 15)
		  CBS3 E 9  A_FaceTarget
		  TNT1 A 0 A_PlaySound ("CSFLAFIR", CHAN_WEAPON)
		  CBS3 F 4 BRIGHT A_CustomMissile ("CSMK3PyroShot", 32, 15, random (-2,2))
		  CBS3 E 9  A_FaceTarget
		  TNT1 A 0 A_PlaySound ("CSFLAFIR", CHAN_WEAPON)
		  CBS3 F 1 BRIGHT A_CustomMissile ("PyroWhirlShot", 32, 15, random (-4,4))
		  CBS3 E 6 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("CSFLAFIR", CHAN_WEAPON)
		  CBS3 F 1 BRIGHT A_CustomMissile ("PyroWhirlShot", 32, 15, random (-4,4))
		  CBS3 E 6 A_FaceTarget
		  TNT1 A 0 A_PlaySound ("CSFLAFIR", CHAN_WEAPON)
		  CBS3 F 1 BRIGHT A_CustomMissile ("PyroWhirlShot", 32, 15, random (-4,4), CMF_OFFSETPITCH, random (0,3))
		 Goto See 
	   Pain:
	      CBS3 A 4
		  CBS3 A 4 A_Pain
		  Goto See
	   Death:
	      CBS3 L 6 A_Scream
		  CBS3 M 5 A_NoBlocking
		  CBS3 N 5 A_BOSSDEATH
		  CBS3 O -1
		  Stop
	   Raise:
	      TNT1 A 0 
		  TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	      CBS3 PONML 5
		 Goto See  
		  }	   
}



	Actor CSMK3PyroShot
		{
		  Radius 6
          Height 8
		  Speed 14
		  Scale 0.5
		  FastSpeed 14
		  Damage (8)
		  DamageType Fire	
		  Projectile	
		  RenderStyle Add
		  SeeSound "LFLMLOOP"
		  DeathSound "LFLMBOOM"
		  States
		  {
		   Spawn:
		     TNT1 A 0 A_SpawnItemEx ("PyroShotFlameCloud", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
		     FLAR B 1 BRIGHT A_SpawnItemEx ("PyroShotTrail", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			Loop
		   Death:
		     TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
		     TNT1 AAA 0 Bright A_SpawnItemEx ("LittleExpFlameCloud", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		     TNT1 A 0 A_Explode ((20), 45)
		     FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT
			Stop 
		  }
		}
		
		
		
		
	
	Actor PyroShotTrail  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.35
			   Speed 0
			   RenderStyle Add
			      States
				       {
				        Spawn:
						    TNT1 A 0 A_SentinelBob
						    FIR3 GHLOP 1 BRIGHT
						  Stop	
					   }
				}
				
	
	
	Actor PyroShotFlameCloud  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.25
			   Speed 2
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT
						  Stop	
					   }
				}
				
				
	
	
	Actor PyroWhirlShot
		{
		projectile
		+MISSILE
		Damagetype Fire  
		-BLOODSPLATTER
		Renderstyle Add
		radius 4
		height 4
		speed 20
		scale 0.28
		damage (8)
		Obituary "%o caught the hot potato"
	 States
		 {
		  Spawn:
			 TNT1 A 0 A_Weave (4.0, 4.0, 1.0, 1.0)
			 TNT1 A 0 A_SpawnItemEx ("PyroWhirlwindTrail", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			 FLAR B 1 Bright A_SpawnItemEx ("PyroWhirlwindTrail", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			Loop
		  Death:
				 TNT1 A 0
				 TNT1 A 0 A_PlaySound("FIREBHIT",5)
				 TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
				 TNT1 A 0 A_Explode((8),65, 0 ,0,60)
				 TNT1 AAA 0 A_CustomMissile ("LittleExplosionFlameCloud", random (1,6), random (-5,5), random (0, 360), 2, random (0, 360))
				 TNT1 A 0 A_SpawnItemEx ("RedPBKabeem", 0,0,0,0,0,0)  	
				 TNT1 AA 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 2
		stop	 
		 }
		}
	  
	  
	  
	  
	  Actor PyroWhirlwindTrail 
	    {
		 +NOINTERACTION
		 RenderStyle Add
		 Scale 0.28
		 Speed 0
		 States
		     {
			  Spawn:
				 FIR3 ABCDEFGHIJKLMNOP 1 Bright
				 Stop
				 }
		}
