     Actor USNJuggernaut 
       {
	   
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 120
	   
  scale 1.0
  obituary "%o was devasta... ahem, we mean democratised and pacifised by the honorable USN Juggernaut. Second amendment in action"
  health 800
  radius 15
  height 54
  mass 420
  +BOSSDEATH
  speed 10
  +NODROPOFF
  MaxDropOffHeight 69
  +DONTHARMSPECIES
  BloodType "DASBLUT"
  Species "BloodyHeavy"
  painchance 69
  SeeSound "USNSkull/See"
  PainSound "USNSkull/pain"
  DeathSound "USNSkull/Death"
  ActiveSound "USNSkull/Active"
  Tag "USN Skull of Liberty"
  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:	
    USJU A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUUSNSkull")
	 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_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    USJU AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (195, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "ReloadRifle")
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 8, "ReloadShotgun")
	Goto SeeLoop+1	
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    USJU 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))
	    USJU 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))
	    USJU 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
	    USJU 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)) 
	    USJU 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)) 
	    USJU AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
  AlphaBravo:
    TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "ReloadRifle")
    USJU E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	USJU E 2 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	USJU E 2 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 8, "ReloadShotgun")
	TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
	TNT1 A 0 A_Jump (1, "SeeLoop")
   Loop
  MissileAmbush:
    USJU EE 4 A_FaceTarget		
  MissileCheck:
    TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
	TNT1 A 0 A_JumpIfTargetInLos ("Ultimate", JLOSF_DEADNOJUMP)
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
	TNT1 A 0
	TNT1 A 0 A_TakeInventory ("GrenadeCooldown", 1)
    USJU E 14 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 500)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
  MissileLoop:	
	TNT1 A 0 A_PlaySound ("ERifle/fir")
	TNT1 A 0 A_CustomMissile ("HFEErifleTracer", 32, 10, random (-3,3))
	USJU F 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "ReloadRifle")
	USJU E 4 A_FaceTarget
	TNT1 A 0 A_MonsterRefire (2, "AlphaBravo")
   Loop
  CloseQuarters:
    USJU E 8 A_FaceTarget
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 8, "CloseRifle")
	TNT1 A 0 A_PlaySound ("JACKHFIR", CHAN_WEAPON)
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
    TNT1 AAAA 0 A_CustomMissile ("AA12Tracer",32,10,random (-5,5))
	USJU F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	USJU E 8 A_FaceTarget
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 8, "CloseRifle")
	TNT1 A 0 A_PlaySound ("JACKHFIR", CHAN_WEAPON)
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
    TNT1 AAAA 0 A_CustomMissile ("AA12Tracer",32,10,random (-5,5))
	USJU F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInTargetLos ("SeeLoop", 4)
	TNT1 A 0 A_MonsterRefire (2, "AlphaBravo")
   Loop
  CloseRifle:
    TNT1 A 0 A_PlaySound ("ERifle/fir")
	TNT1 A 0 A_CustomMissile ("HFEErifleTracer", 32, 10, random (-12,-9))
	USJU F 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "ReloadRifle")
	USJU E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound ("ERifle/fir")
	TNT1 A 0 A_CustomMissile ("HFEErifleTracer", 32, 10, random (-7,-5))
	USJU F 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "ReloadRifle")
	USJU E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound ("ERifle/fir")
	TNT1 A 0 A_CustomMissile ("HFEErifleTracer", 32, 10, random (-1,1))
	USJU F 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "ReloadRifle")
	USJU E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound ("ERifle/fir")
	TNT1 A 0 A_CustomMissile ("HFEErifleTracer", 32, 10, random (5,7))
	USJU F 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "ReloadRifle")
	USJU E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound ("ERifle/fir")
	TNT1 A 0 A_CustomMissile ("HFEErifleTracer", 32, 10, random (9,12))
	USJU F 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "ReloadRifle")
	USJU E 4 A_FaceTarget
   Goto SeeLoop
  LongRange:
    USJU E 15 A_FaceTarget
    TNT1 A 0 A_PlaySound ("ERifle/fir")
	TNT1 A 0 A_CustomMissile ("HFEErifleTracer", 32, 10, random (-1,1))
	USJU F 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "ReloadRifle")
	USJU E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("ERifle/fir")
	TNT1 A 0 A_CustomMissile ("HFEErifleTracer", 32, 10, random (-1,1))
	USJU F 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "ReloadRifle")
	USJU E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("ERifle/fir")
	TNT1 A 0 A_CustomMissile ("HFEErifleTracer", 32, 10, random (-1,1))
	USJU F 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "ReloadRifle")
	USJU E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("ERifle/fir")
	TNT1 A 0 A_CustomMissile ("HFEErifleTracer", 32, 10, random (-1,1))
	USJU F 2 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 20, "ReloadRifle")
	TNT1 A 0 A_MonsterRefire (2, "AlphaBravo")
   Loop
  Ultimate:
    TNT1 A 0
	TNT1 A 0 A_JumpIfTargetInLos ("Nade", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 735, 200)
	TNT1 A 0 A_JumpIfTargetInLos ("Roocket", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 736)
   Goto Missile
  Nade:
    TNT1 A 0 A_Jump (75, 1)
    TNT1 A 0 A_Playsound ("USNSkull/Nade", CHAN_VOICE)
    USJU E 20 A_FaceTarget
	TNT1 A 0 A_Playsound ("Q4GRFIR", CHAN_WEAPON)
	USJU F 3 A_CustomMissile ("USNJugBNade", 32, 10, random (-4,4), JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, random (12,16))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 3)
   Goto SeeLoop
  Roocket:
    TNT1 A 0 A_Jump (75, 1)
    TNT1 A 0 A_Playsound ("USNSkull/Nade", CHAN_VOICE)
    USJU E 20 A_FaceTarget
	TNT1 A 0 A_Playsound ("DSJAVMIS", CHAN_WEAPON)
	USJU F 3 A_CustomMissile ("USNJuggerRocket", 32, 10, random (-1,1), JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP)
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 3)
   Goto SeeLoop 	
  ReloadShotgun:
    USJU D 6
	USJU E 17
	USJU D 6 A_TakeInventory ("ShotgunShotCounter", 8)
   Goto SeeLoop
  ReloadRifle:
    USJU D 6
	USJU E 17
	USJU D 6 A_TakeInventory ("RifleShotCounter", 20)
   Goto SeeLoop
  Pain:
    TNT1 A 0
    TNT1 A 0 A_StopSound (chan_weapon)
    USJU H 3
    USJU H 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
	TNT1 A 0
	USJU I 1 A_StopSound (chan_weapon)
    USJU J 5 A_Scream
    USJU K 5
    USJU L 5 A_NoBlocking
    USJU L 2
    USJU M -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 5
    PGIB E -1
    Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	USJU MLKJI 5
    Goto See	
  Idle:
    USJU AA 4 A_Wander
    USJU A 0 A_Look
    USJU BB 4 A_Wander
    USJU A 0 A_Look
    USJU CC 4 A_Wander
    USJU A 0 A_Look
    USJU DD 4 A_Wander
    USJU A 0 A_Look
    loop
      }
	   
	   
   }
   
   
   
   
   Actor HFEERifleTracer 
{
Projectile
Damage (6)
+FORCEXYBILLBOARD
+DONTSPLASH
+BLOODSPLATTER
+DOHARMSPECIES 
+NOEXTREMEDEATH
radius 2
height 2
speed 20
renderstyle Add
alpha 0.9
scale .23
 States
     {
	  Spawn:
	    TRAC A 1 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true)
		Loop
	  Death:
	    TNT1 A 0 A_PlaySound("MINIEX",0)
        TNT1 A 0 A_PlaySound("misc/distanceboom",6,0.5,0,0)
        TNT1 A 0 A_Explode((8),50,0 ,0,40)
        TNT1 AAAAA 0 A_CustomMissile ("ShotgunExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 A_SpawnItemEx ("IncShotgunSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
        TNT1 A 0 A_CustomMissile ("ShotgunBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_SpawnItemEx("ShotgunShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
        TNT1 A 1 Radius_Quake (2,4,0,7,0)
        TNT1 A 20
		Stop		
	 }
}
	   
	   
	   
	   
	 actor USNJugBNade
		{
		projectile
		+MISSILE
		-NOGRAVITY
		+BLOODSPLATTER
		+CANBOUNCEWATER
		+DONTHARMSPECIES
		Species "BloodyHeavy" 
		bouncetype "Doom"
		gravity 0.7
		bouncecount 15
		Bouncefactor 0.64
		radius 5
		height 5
		speed 25
		scale 0.69
		damage (10)
		bouncesound "Q4GR/BN"
		Obituary "%o was blown up by weird-looking tin can"
		states
		{
		Spawn:
		BGRN AAABBBCCCDDD 1  A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		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((50),100, 0 ,0,60)
		TNT1 AAAA 0 A_CustomMissile ("40mmGrenadeCluster", 0, 0, random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (25, 69))
		TNT1 A 0 A_SpawnItemEx ("CobraPyroFlare", 0,0,0,0,0,0)
		TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 Bright A_SpawnItemEx ("CobraSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ReichrocketShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 1 Radius_Quake (2,4,0,7,0)
		TNT1 A 20
		stop
	   XDeath:
		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((50),100, 0 ,0,60)
		TNT1 A 0 A_SpawnItemEx ("CobraPyroFlare", 0,0,0,0,0,0)
		TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 AAAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 Bright A_SpawnItemEx ("CobraSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx("ReichrocketShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		TNT1 A 1 Radius_Quake (2,4,0,7,0)
		TNT1 A 20
		stop  
		}
    }
	
	
	
	
	actor USNJuggerRocket  
	{
	projectile
	+MISSILE
	+BLOODSPLATTER
	Translation "128:151=96:111", "123:127=96:111", "64:79=96:111"
	Species "BloodyHeavy"
	+DONTHARMSPECIES
	radius 3
	height 3
	missiletype "FlareSmoke"
	missileheight 8
	scale 0.84
	speed 25
	damage (10)
	Obituary "%o is now a rocket-man!"
	states
		{
		Spawn:
		TNT1 A 0 A_Playsound ("rockfly",7,1.0,true)  
		URCT ABC 1 Bright A_SpawnItemEx("AverageRocketTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
		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((55),125, 0 ,0,40)
		TNT1 AAAAAAAA 0 A_CustomMissile ("USNJuggernautPyroCluster", random (3,8), 0, random (0, 360), 2, random (15, 360))
		TNT1 A 0 A_SpawnItemEx ("CobraPyroFlare", 0,0,0,0,0,0)
		TNT1 A 0 Bright A_SpawnItemEx ("CobraSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 AAAAA 0 A_CustomMissile ("ArtilExplosionFlame", 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 USNJuggernautPyroCluster
			 {
				projectile
				+MISSILE
				-NOGRAVITY
				+THRUACTORS
				+BLOODSPLATTER
				+CANBOUNCEWATER
				+DONTHARMSPECIES
				RenderStyle Add
				Species "BloodyHeavy" 
				gravity 0.45
				radius 2
				height 2
				speed 18
				scale 0.35
				+DOOMBOUNCE
				BounceCount 3
				BounceFactor 0.25
				damage (2)
				DeathSound "Fwoosh"
				bouncesound ""
				Obituary "%o couldn't see the bloody bombs"
				states
					{
					Spawn:
					TNT1 A 0
					TNT1 A 0 A_SpawnItemEx("AssSmoke2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)	
					HSPO A 4 Bright
					loop
					Death:
					TNT1 A 0
					TNT1 A 0 A_Explode((2),30, 0 ,0,60)
					TNT1 A 0 A_SpawnItemEx ("RedPBKabeem", 0,0,0,0,0,0)
					TNT1 A 0 A_SpawnItemEx ("UsnJugFlame", 0, 0, 0, 0, 0, 0)
					TNT1 A 0 A_SpawnItemEx ("UsnJugFlame", 0, 0, 0, 0, 0, 0)
					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
					}
				}
  
  
  
  
  
	Actor UsnJugFlame
			{
				DamageType Fire
				//Damage (1)
				RenderStyle Add
				Gravity 1.0
				//+Ripper
				Species "BloodyHeavy"
				+DONTHARMSPECIES
				-NOGRAVITY
				+DONTSPLASH
				+THRUACTORS
				Reactiontime 169
				Speed 4
				States
				  {
				 Spawn:
					 TNT1 A 0	
					 TNT1 A 0 A_Playsound ("FIRESML", 5, 1.0, true)
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))  	
					 FLME A 1 BRIGHT A_SetScale(0.3)
					 FLME A 1 BRIGHT A_SetScale(0.4)
					 FLME B 1 BRIGHT A_SetScale(0.5)
					 FLME B 1 BRIGHT A_SetScale(0.6)
					 FLME C 1 BRIGHT A_SetScale(0.7)
					 FLME C 1 BRIGHT A_SetScale(0.8)
					 FLME D 1 BRIGHT A_SetScale(0.9)
					 FLME D 1 BRIGHT A_SetScale(1.0)
					 TNT1 A 0 A_Explode((3), 76, 0)
					 TNT1 A 0 A_Jump (100, 1)  	
					 TNT1 A 0 A_SetScale (-1.0, 1.0)
					 TNT1 A 0 A_Jump (185, "Spawn3", "Spawn4", "Spawn5", "Spawn6", "Spawn7", "Spawn8")  
				 Spawn2:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((3), 76, 0) 
					 FLME ABCDEFGHIJKLMN 1 Bright 
					 TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 TNT1 A 0 A_JumpIfInventory ("FireCounter", 12, "Death")
					 Loop
				Spawn3:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((3), 76, 0) 
					 FLME BCDEFGHIJKLMNA 1 Bright 
					 TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 TNT1 A 0 A_JumpIfInventory ("FireCounter", 12, "Death")
					 Loop
				Spawn4:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((3), 76, 0) 
					 FLME CDEFGHIJKLMNAB 1 Bright 
					 TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 TNT1 A 0 A_JumpIfInventory ("FireCounter", 12, "Death")
					 Loop
			    Spawn5:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((3), 76, 0) 
					 FLME DEFGHIJKLMNABC 1 Bright 
					 TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 TNT1 A 0 A_JumpIfInventory ("FireCounter", 12, "Death")
					 Loop
				Spawn6:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((3), 76, 0) 
					 FLME EFGHIJKLMNABCD 1 Bright 
					 TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 TNT1 A 0 A_JumpIfInventory ("FireCounter", 12, "Death")
					 Loop
				Spawn7:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((3), 76, 0) 
					 FLME FGHIJKLMNABCDE 1 Bright 
					 TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 TNT1 A 0 A_JumpIfInventory ("FireCounter", 12, "Death")
					 Loop
				Spawn8:
					 TNT1 A 0
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175))
					 TNT1 A 0 A_Explode((3), 76, 0) 
					 FLME GHIJKLMNABCDEF 1 Bright 
					 TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 TNT1 A 0 A_JumpIfInventory ("FireCounter", 12, "Death")
					 Loop 	
				Death:
					TNT1 A 0
					TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_OFFSETPITCH, random (75, 175)) 	 
					FLME ABCDEFGHIJ 2 BRIGHT A_Explode((2), 16, 0)
					FLME K 1 BRIGHT A_SetScale(0.8)
					FLME K 1 BRIGHT A_FadeOut(0.2)
					FLME L 1 BRIGHT A_SetScale(0.4)
					FLME L 1 BRIGHT  A_FadeOut(0.3)
					FLME M 1 BRIGHT  A_SetScale(0.2)
					FLME M 1 BRIGHT  A_FadeOut(0.4)
					FLME N 1 BRIGHT  A_SetScale(0.1)
					FLME N 1 BRIGHT  A_FadeOut(0.5)
					TNT1 A 0 A_StopSound (5)
					Stop
					 }
			}	
  
  
   