Actor Blitzritter //: GenericHumanScum 19900
  {
   Health 300
   GibHealth -175
   Radius 15
   BloodType "DASBLUT"
   Height 56
   Species "Squad"
   DamageFactor "LuftKrieger", 0
   DamageFactor "DieZwillinge", 0
   +DONTHARMSPECIES
   +THRUSPECIES 	
   Mass 200	
   Speed 11
   PainChance 140
   Monster
   +FLOAT
   +NOGRAVITY
   SeeSound "Blitzritter/See"
   PainSound "Blitzritter/Pain"
   DeathSound "Blitzritter/Death"
   ActiveSound "Blitzritter/Active"
   Obituary "%o was electrogrilled by the Blitzritter"
   States
       {
        Spawn:
			TNT1 A 0
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("STFUCheck") == 1, "STFU")
			//TNT1 A 0 ACS_NamedExecute ("FlyerFix")
		Spawn2:
		    BNJF A 3 A_Look
			Loop
		STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUBlitzritter")
	 Goto Spawn+2 	
	    See:
		   "####" A random(1,4)
			TNT1 A 0
			TNT1 A 0 A_PlaySound ("HOVIDLE1", 6, 1.0, true)
			TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
			TNT1 A 0 A_Jump (180, "MissileCheck")
		SeeLoop:
			TNT1 A 0 A_PlaySound ("HOVIDLE1", 6, 1.0, true)
		    BNJF AAA 1 A_Chase
			TNT1 A 0 A_Jump (69, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
			Loop
		DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    BNJF AAAA 1 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 A_Recoil (random (-5,-2))
	    BNJF AAAA 1 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 A_Recoil (random (2,5))
	    BNJF AAAA 1 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    BNJF AAAA 1 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 A_Recoil ( random (-5,-2)) 
	    BNJF AAAA 1 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 A_Recoil ( random (2,5)) 
	    BNJF AAAA 1 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:
		BNJF B 10 A_FaceTarget
		TNT1 A 0 A_Jump (190, 2)
		TNT1 A 0 ThrustThingZ (0, random(5,10), 0,0)
		TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 375)
		TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1000)
		TNT1 A 0 ThrustThingZ (0, random(5,10), 0,0)
		TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
		BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (-1, 3))
		BNJF B 7 A_FaceTarget
		TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
		BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (-1, 3))
		BNJF B 5 A_FaceTarget
		TNT1 A 0 A_JumpIfInTargetLos ("MissileEvade", 0, JLOSF_DEADNOJUMP, 1000)
		TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
		BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (-1, 3))
		BNJF B 5 A_FaceTarget
		TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
		BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (-1, 3))
		Goto SeeLoop
	MissileEvade:
	    TNT1 A 0 A_Jump (50, "MissileEvadeLeft", "MissileEvadeRight")
 	    BNJF B 5 A_FaceTarget
		TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
	    BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (-1, 3))
		BNJF B 7 A_FaceTarget
		TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
		BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (-1, 3))
		TNT1 A 0 ThrustThingZ (0, random(15,25), 1,0)
		BNJF B 5 A_FaceTarget
		TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
		BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (-1, 3))
		Goto SeeLoop
	MissileEvadeLeft:
	    BNJF B 5 A_FaceTarget
		TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
	    BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (-1, 3))
		BNJF B 7 A_FaceTarget
		TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
		BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (-1, 3))
		TNT1 A 0 ThrustThing(angle*256/360+192, 1, 0, 0)
		BNJF B 5 A_FaceTarget
		TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
		BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (-1, 3))
		Goto SeeLoop
	 MissileEvadeRight:
	    BNJF B 5 A_FaceTarget
		TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
	    BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (-1, 3))
		BNJF B 7 A_FaceTarget
		TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
		BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (-1, 3))
		TNT1 A 0 ThrustThing(angle*256/360+64, 1, 0, 0)
		BNJF B 5 A_FaceTarget
		TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
		BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (-1, 3))
		Goto SeeLoop	
	CloseQuarters:
	    TNT1 A 0 A_Playsound ("TRAPFIR", CHAN_WEAPON) 
	    BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterCQLB", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (-1, 3))
		BNJF B 4 A_FaceTarget
		TNT1 A 0 A_Playsound ("TRAPFIR", CHAN_WEAPON)
		BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterCQLB", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (-1, 3))
		BNJF B 4 A_FaceTarget
		TNT1 A 0 A_Playsound ("TRAPFIR", CHAN_WEAPON)
		BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterCQLB", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (-1, 3))
		BNJF B 4 A_FaceTarget
		TNT1 A 0 A_Playsound ("TRAPFIR", CHAN_WEAPON)
		BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterCQLB", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (-1, 3))
		BNJF B 4 A_FaceTarget
		TNT1 A 0 A_Playsound ("TRAPFIR", CHAN_WEAPON)
		BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterCQLB", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (-1, 3))
		BNJF B 4 A_FaceTarget
		TNT1 A 0 A_Playsound ("TRAPFIR", CHAN_WEAPON)
		BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterCQLB", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (-1, 3))
		Goto SeeLoop
	 LongRange:
	    BNJF B 17 A_FaceTarget
		TNT1 A 0 A_SentinelBob
		TNT1 A 0 A_Playsound ("ElectroShotgun/Fire", CHAN_WEAPON, 1.0, false, 0.0)
		BNJF C 3 BRIGHT A_CustomMissile ("BlitzritterLRLightningBall", 32, 9)
		TNT1 A 0 A_Jump (88, "DodgeLeft", "DodgeRight")
 		Goto SeeLoop
	Pain:
		BNJF G 3
		BNJF G 3 A_Pain
	   Goto SeeLoop	
		Death:
			 TNT1 A 0
			 TNT1 A 0 A_StopSound (6)	
			 BNJF G 4 A_Scream	
			 TNT1 A 0 A_SentinelBob
			 TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", random (-1,2), random (-1,2), random (10,35), 0, 0, 0)
			 BNJF GGG 1 Bright A_CustomMissile ("BlitzritterSparxflare", 35, 0, random (-360,360), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
			 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BlitzritterSparxflare", 35, 0, random (-360,360), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
			 TNT1 A 0 A_SpawnItemEx ("JetPackerExplosion", random (-1,2), random (-1,2), random (10,35), 0, 0, 0)
			 BNJF GGG 1 Bright A_CustomMissile ("BlitzritterSparxflare", 35, 0, random (-360,360), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
			 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BlitzritterSparxflare", 35, 0, random (-360,360), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
			 TNT1 A 0 A_SpawnItemEx ("TacticoolJetPackerExplosion", random (-1,2), random (-1,2), random (10,35), 0, 0, 0)
			 BNJF GGG 1 Bright A_CustomMissile ("BlitzritterSparxflare", 35, 0, random (-360,360), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
			 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BlitzritterSparxflare", 35, 0, random (-360,360), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
			 TNT1 A 0 A_SpawnItemEx ("JetPackerExplosion", random (-1,2), random (-1,2), random (10,35), 0, 0, 0)
			 BNJF GGG 1 Bright A_CustomMissile ("BlitzritterSparxflare", 35, 0, random (-360,360), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
			 TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("BlitzritterSparxflare", 35, 0, random (-360,360), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
			 BNJF GGG 1 Bright A_CustomMissile ("BlitzritterSparxflare", 35, 0, random (-360,360), CMF_AIMDIRECTION | CMF_OFFSETPITCH, random (-180,180))
			 TNT1 A 0 A_SpawnItemEx ("TacticoolJetPackerExplosion", random (-1,2), random (-1,2), random (10,35), 0, 0, 0)
			 BNJF G 1 A_SpawnItemEx ("TacticoolJetPackerExplosion", random (-1,2), random (-1,2), random (10,35), 0, 0, 0)
			 TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			 TNT1 A 0 A_SpawnItemEx   ("LightningExplosion", 0, 0, random (15,25), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			 TNT1 A 0 A_SpawnItemEx   ("BlitzritterGrounded", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			Stop
		   XDeath:
			TNT1 A 0 A_StopSound (6)
			BNJF GGG 1 A_SpawnItemEx ("LittleTinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0) 
			BNJF GGG 1 A_SpawnItemEx ("JetPackerExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
			TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
		    BNJF GGG 1 A_SpawnItemEx ("LittleTinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
			TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
			TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_SpawnItemEx   ("FastLightningExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			PGIB A 5 A_NoBlocking
			PGIB BCD 5
			PGIB E -1
			Stop		
       }
  }
  
  
  
	
	
	
	
	
	Actor BlitzritterGrounded : GenericHumanScum
     {
	  scale 1.0
  obituary "%o was electrogrilled by the Blitzritter"
  health 250
  GibHealth -175
  radius 15
  height 54
  mass 100
  Species "KEK"
  Species "Squad"
   DamageFactor "LuftKrieger", 0
   DamageFactor "DieZwillinge", 0
+DONTHARMSPECIES
   +THRUSPECIES
  Translation "112:127=120:127"
  speed 12
  painchance 135
  SeeSound "Blitzritter/See"
  PainSound "Blitzritter/pain"
  DeathSound "Blitzritter/Death"
  ActiveSound "Blitzritter/Active"
  dropitem "cell", 125
  DropItem "Medikit", 130
  Tag "Blitzritter"
  MONSTER
  +FLOORCLIP
  States
       {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("STFUCheck") == 1, "STFU")
	TNT1 A 0 A_SetScale (scaleX+frandom(-0.02, 0.02), scaleY+frandom(-0.08,0.08))
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
  Spawn2:
    BNJG D 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUCartel")
	 Goto Spawn+2	
  See:
    TNT1 A 0 A_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	TNT1 A 0 A_Jump (180, "MissileCheck")
  SeeLoop:
	TNT1 A 0 A_ChangeFlag ("Frightened", false)
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    BNJG AABBCCDD 3 A_Chase
    loop	
  DodgeCheck:
    TNT1 A 0 A_Jump (255, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	Goto MissileCheck	
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    BNJG AABBCCDD 2 ThrustThing(angle*256/360+192, 2, 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))
	    BNJG AABBCCDD 2 ThrustThing(angle*256/360+192, 2, 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))
	    BNJG AABBCCDD 2 ThrustThing(angle*256/360+192, 2, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    BNJG AABBCCDD 2 ThrustThing(angle*256/360+64, 2, 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)) 
	    BNJG AABBCCDD 2 ThrustThing(angle*256/360+64, 2, 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)) 
	    BNJG AABBCCDD 2 ThrustThing(angle*256/360+64, 2, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
  AlphaBravo:
    BNJG E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	BNJG E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	BNJG E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	TNT1 A 0 A_Jump (1, "SeeLoop")
   Loop
  MissileCheck:
	TNT1 A 0 A_ChangeFlag ("Frightened", false)
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  MissileAmbush:
    BNJG EE 4 A_FaceTarget
  Missile:
    BNJG E 12 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("Closequarters", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 375, 250)
	TNT1 A 0 A_JumpIfTargetInLos ("VeryClose", 0, JLOSF_DEADNOJUMP, 250)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
	TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
	BNJG F 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-4,4), CMF_OFFSETPITCH, random (1, 5))
	BNJG E 3 A_FaceTarget
	TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
	BNJG F 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-4,4), CMF_OFFSETPITCH, random (1, 5))
	BNJG E 3 A_FaceTarget
	TNT1 A 0 A_JumpIfInTargetLos ("MissileEvade", 0, JLOSF_DEADNOJUMP, 1000)
	TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
	BNJG F 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-4,4), CMF_OFFSETPITCH, random (1, 5))
   Goto SeeLoop
  VeryClose:
    BNJG F 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_PlaySound ("BZZZ", Chan_Weapon)
    TNT1 A 0 A_CustomRailgun((1), 9,"None","None",RGF_SILENT|RGF_FULLBRIGHT,0,3,"DONTBLEEDFUCKER",Random(3,6),Random(2,4),250,0.1,0,0,"ElectricArc")
    TNT1 A 0 A_CustomRailgun((1), 9,"None","None",RGF_SILENT|RGF_FULLBRIGHT,0,3,"DONTBLEEDFUCKER",Random(3,6),Random(2,4),250,0.1,0,0,"ElectricArc")
    BNJG F 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("SeeLoop" ,1, JLOSF_CLOSENOJUMP, 0, 250)
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
   Loop	
  CloseQuarters:
        TNT1 A 0 A_Playsound ("TRAPFIR", CHAN_WEAPON)
	    BNJG F 3 BRIGHT A_CustomMissile ("BlitzritterCQLB", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (1, 5))
		BNJG E 4 A_FaceTarget
		TNT1 A 0 A_Playsound ("TRAPFIR", CHAN_WEAPON)
		BNJG F 3 BRIGHT A_CustomMissile ("BlitzritterCQLB", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (1, 5))
		BNJG E 4 A_FaceTarget
		TNT1 A 0 A_Playsound ("TRAPFIR", CHAN_WEAPON)
		BNJG F 3 BRIGHT A_CustomMissile ("BlitzritterCQLB", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (1, 5))
		BNJG E 4 A_FaceTarget
		TNT1 A 0 A_Playsound ("TRAPFIR", CHAN_WEAPON)
		BNJG F 3 BRIGHT A_CustomMissile ("BlitzritterCQLB", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (1, 5))
	Goto SeeLoop
  LongRange:
	    BNJG E 17 A_FaceTarget
		TNT1 A 0 A_SentinelBob
		TNT1 A 0 A_Playsound ("ElectroShotgun/Fire", CHAN_WEAPON, 1.0, false, 0.0)
		BNJG F 3 BRIGHT A_CustomMissile ("BlitzritterLRLightningBall", 32, 9)
		TNT1 A 0 A_Jump (88, "DodgeLeft", "DodgeRight")
 	Goto SeeLoop
  MissileEvade:
      TNT1 A 0 A_Jump (125, "MissileEvadeRight")
	  BNJG AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
      BNJG E 5 A_FaceTarget
	  TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
	  BNJG F 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (1, 5))
      BNJG E 7 A_FaceTarget
	  TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
	  BNJG F 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (1, 5))
      BNJG E 5 A_FaceTarget
	  TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
      BNJG F 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (1, 5))
	Goto SeeLoop
	 MissileEvadeRight:
	  BNJG AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
	  TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
	  BNJG F 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (1, 5))
	  BNJG E 7 A_FaceTarget
	  TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
	  BNJG F 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (1, 5))
	  BNJG E 5 A_FaceTarget
	  TNT1 A 0 A_Playsound ("SIGLEXP", CHAN_WEAPON)
      BNJG F 3 BRIGHT A_CustomMissile ("BlitzritterLightningBall", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (1, 5))
	Goto SeeLoop 	  
  Pain:
    BNJG G 3
    BNJG G 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    BNJG H 6 A_Scream
    BNJG I 5 A_NoBlocking
    BNJG J 5
    BNJG K 5
	BNJG L -1
    stop
  XDeath:
    TNT1 A 0 A_StopSound (6)
	TNT1 A 0 A_XScream
	BNJG GGG 1 A_SpawnItemEx ("LittleTinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0) 
	BNJG GGG 1 A_SpawnItemEx ("JetPackerExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
	TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
    BNJG GGG 1 A_SpawnItemEx ("LittleTinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
	TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
	TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
	TNT1 A 0 A_SpawnItemEx ("FastLightningExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    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)
	BNJG LKJIH 5
   Goto See	
  Idle:
    BNJG AA 4 A_Wander
    BNJG A 0 A_Look
    BNJG BB 4 A_Wander
    BNJG A 0 A_Look
    BNJG CC 4 A_Wander
    BNJG A 0 A_Look
    BNJG DD 4 A_Wander
    BNJG A 0 A_Look
    loop
  } 
	 
 }
  
  
  
  
  
  
  
  
  
  
  
  
	Actor BlitzritterLightningBall
      {
	      Radius 8
          Height 14
		  Speed 25
		  Scale 0.12
		  FastSpeed 29
		  Damage (10)
		  Projectile
		  DamageType "Fire"
		  RenderStyle Normal
		  SeeSound "BZZZ"
		  DeathSound "ELBALLEX"
		  States
		  {
		  Spawn:
			TNT1 A 0
			TNT1 A 0 Bright A_SpawnItemEx ("BlitzRLBLightning", 0, 0, 0, 0, 0, 0)
			TNT1 A 0 A_SpawnItemEx ("BlitzritterLBFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			UBAL BF 1 Bright A_Weave (frandom (0, 4.3), frandom (0, 4.3), frandom (0, 4.5), frandom (0, 4.5))
			TNT1 A 0 A_SpawnItemEx ("BlitzritterLBFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		   Loop
		  Death:
			TNT1 A 0
			TNT1 A 0 A_Explode ((12),50)
			TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		    TNT1 A 0 A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx ("BlitzritterLBBlast", 0,0,0,0,0,0)
			//BPRH ABCDEFGHIJ 1 Bright
			Stop
			  }
           }
		   
	   
	   
	   
	   Actor BlitzritterCQLB
      {
	      Radius 10
          Height 20
		  Speed 14
		  Scale 0.25
		  FastSpeed 16
		  Damage (0)
		  +RIPPER
		  Projectile
		  DamageType "DieZwillinge"
		  RenderStyle Add
		  SeeSound "BZZZ"
		  DeathSound "Blitzritter/CQBall"
		  States
		  {
		  Spawn:
			TNT1 A 0
			TNT1 A 0 Bright A_SpawnItemEx ("BlitzRLBLightning", 0, 0, 0, 0, 0, 0)
			TNT1 A 0 A_Explode ((2),88)
			SPKB A 3 Bright A_Weave (frandom (0, 5.3), frandom (0, 5.3), frandom (0, 5.5), frandom (0, 5.5))   
		   Loop
		  Death:
			TNT1 A 0
			TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		    TNT1 A 0 A_SpawnItemEx ("ElectroTrapFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx ("BlitzCQLBLightning", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 1 A_SpawnItemEx ("BlitzritterLBBlast", 0,0,0,0,0,0)
			TNT1 A 0 A_Explode ((12),50)
			//BPRH ABCDEFGHIJ 1 Bright
			Stop
			  }
           }
		   
	
	Actor BlitzritterLRLightningBall
      {
	      Radius 10
          Height 20
		  Speed 35
		  Scale 0.75
		  FastSpeed 40
		  Damage (40)
		  Projectile
		  DamageType "Fire"
		  RenderStyle Normal
		  SeeSound "BZZZ"
		  DeathSound "ELEEX"
		  States
		  {
		  Spawn:
			TNT1 A 0
			TNT1 A 0 Bright A_SpawnItemEx ("BlitzTrailLightning", 0, 0, 0, 0, 0, 0)
			TNT1 A 0 A_SpawnItemEx ("BlitzritterLongBallFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			SKOB ABCDE 1 Bright
		   Loop
		  Death:
			TNT1 A 0
			TNT1 A 0 A_Explode ((15),80)
			TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
		    TNT1 A 0 A_SpawnItemEx ("BlitzritterLRLBFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx ("FastLightningExplosion", 0,0,0,0,0,0)
			//BPRH ABCDEFGHIJ 1 Bright
			Stop
			  }
           }
  
	
	
	Actor BlitzritterLBBlast
			{
			 +NOINTERACTION
			 +CLIENTSIDEONLY
			 Scale 0.24
			 RenderStyle Add
			  States
			       {
				    Spawn:
					   BLUF ABCD 1 BRIGHT
					   TNT1 A 0 A_SpawnItemEx ("LightningExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					   TNT1 A 0 A_SpawnItemEx ("BlitzritterLBBlastFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					   BLUF ABCD 1 BRIGHT  
					  Stop 
				   }
			}
	
  
	
	Actor BlitzRLBLightning
			  {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   RenderStyle Add
			   Scale 0.08
					States
						{
						Spawn: 
						 SCBL ABC 1 BRIGHT  
						Stop
						}
			  }
			  
	
	Actor BlitzTrailLightning
			  {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   RenderStyle Add
			   Scale 0.25
					States
						{
						Spawn:
						 TNT1 A 0 A_SpawnItemEx ("BlitzritterLongBallFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
						 SCBL ABCDE 1 BRIGHT  
						Stop
						}
			  }
			  
			  
	
	Actor BlitzCQLBLightning
			  {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   RenderStyle Add
			   Scale 0.4
					States
						{
						Spawn: 
						 SCBL ABC 1 BRIGHT 
						Stop
						}
			  }
			  
	
	
	Actor LightningExplosion
			{
			renderstyle add
			alpha 1.0
			scale 0.5
			+NOINTERACTION
			+CLIENTSIDEONLY
			states
			{
			Spawn:
			DRBX ABCDEFGHIJKLMNOPQR 1 bright 
			Stop
			}
			}
			
	
	Actor FastLightningExplosion
			{
			renderstyle add
			alpha 1.0
			scale 1.35
			+NOINTERACTION
			+CLIENTSIDEONLY
			states
			{
			Spawn:
			DRBX ABCDEFGHIJKLMNOPQRS 1 bright 
			Stop
			}
			}
			
			
	
	
	
	
			
	
	
	
	
			
	
	


	
  
		
