Actor CrispyEagle //: GenericHumanScum 19900
  {
   Health 210
   Radius 15
   BloodType "DASBLUT"
   Height 56
   Species "Kek"
   +DONTHARMSPECIES
   Mass 200	
   Speed 11
   PainChance 140
   Monster
   +FLOAT
   +NOGRAVITY
   Tag "Crispy Eagle"
   SeeSound "USNHovercraft/See"
   PainSound "IncJetTrooper/Pain"
   DeathSound "IncJetTrooper/Death"
   ActiveSound "USNHovercraft/Active"
   Obituary "%o was roasted and blasted by the Crispy Eagle jetpack unit"
   States
       {
        Spawn:
			TNT1 A 0
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("STFUCheck") == 1, "STFU")
			//TNT1 A 0 ACS_NamedExecute ("FlyerFix")
		Spawn2:
		    USNJ A 3 A_Look
			Loop
		STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUUSNHovercraft")
	 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)
		    USNJ AAA 1 A_Chase
			TNT1 A 0 A_Jump (69, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
			Loop
		DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    USNJ 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))
	    USNJ 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))
	    USNJ 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
	    USNJ 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)) 
	    USNJ 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)) 
	    USNJ AAAA 1 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
    AlphaBravo:
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
    USNJ E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	USNJ E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	USNJ E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	TNT1 A 0 A_Jump (1, "SeeLoop")
   Loop
    MissileAmbush:
	  USNJ EEEE 4 A_FaceTarget 
	MissileCheck:	
		TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
	Missile:
		USNJ E 10 A_FaceTarget
		TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
		TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 500)
		TNT1 A 0 A_PlaySound ("INHESHFI")
		TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
		TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
		TNT1 AA 0 A_CustomMissile ("EagleIncShotgunTracer", 32, 9, random (-3,3), CMF_OFFSETPITCH, random (-1, 0))
		TNT1 AA 0 A_CustomMissile ("EagleIncShotgunTracer", 32, 9, random (-3,3), CMF_OFFSETPITCH, random (0, 1))
		USNJ F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 12, "Reload")
		USNJ E 10 A_FaceTarget
		TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
		TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 500)
		TNT1 A 0 A_PlaySound ("INHESHFI")
		TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
		TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
		TNT1 AA 0 A_CustomMissile ("EagleIncShotgunTracer", 32, 9, random (-3,3), CMF_OFFSETPITCH, random (-1, 0))
		TNT1 AA 0 A_CustomMissile ("EagleIncShotgunTracer", 32, 9, random (-3,3), CMF_OFFSETPITCH, random (0, 1))
		USNJ F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 12, "Reload")
		USNJ E 10 A_FaceTarget
		TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
		TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 500)
		TNT1 A 0 A_PlaySound ("INHESHFI")
		TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
		TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
		TNT1 AA 0 A_CustomMissile ("EagleIncShotgunTracer", 32, 9, random (-3,3), CMF_OFFSETPITCH, random (-1, 0))
		TNT1 AA 0 A_CustomMissile ("EagleIncShotgunTracer", 32, 9, random (-3,3), CMF_OFFSETPITCH, random (0, 1))
		USNJ F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 12, "Reload")
	   Goto SeeLoop
	 CloseQuarters:
	    USNJ E 6 A_FaceTarget
		TNT1 A 0 A_JumpIfInTargetLos ("CQDodge", 2)
		TNT1 A 0 A_PlaySound ("INHESHFI")
		TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
		TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
		TNT1 AA 0 A_CustomMissile ("EagleIncShotgunTracer", 32, 9, random (-6,6), CMF_OFFSETPITCH, random (0, 2))
		TNT1 AA 0 A_CustomMissile ("EagleIncShotgunTracer", 32, 9, random (-6,6), CMF_OFFSETPITCH, random (-2, 0))
		USNJ F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 12, "Reload")
	   Goto SeeLoop
	  CQDodge:
	    TNT1 A 0 A_Jump (125, "CQDodgeRight")
		TNT1 A 0 A_FaceTarget
	    TNT1 A 0 A_Recoil (random (2,5))
	    USNJ EEE 1 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_PlaySound ("INHESHFI")
		TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
		TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
		TNT1 AA 0 A_CustomMissile ("EagleIncShotgunTracer", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (0, 4))
		TNT1 AA 0 A_CustomMissile ("EagleIncShotgunTracer", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (-4, 0))
		USNJ F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 12, "Reload")
	   Goto SeeLoop
	  CQDodgeRight:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 A_Recoil (random (2,5))
	    USNJ EEE 1 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_PlaySound ("INHESHFI")
		TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
		TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
		TNT1 AA 0 A_CustomMissile ("EagleIncShotgunTracer", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (0, 4))
		TNT1 AA 0 A_CustomMissile ("EagleIncShotgunTracer", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (-4, 0))
		USNJ F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 12, "Reload")
	   Goto SeeLoop
	  LongRange:
	    USNJ E 9 A_FaceTarget
		TNT1 A 0 A_JumpIfInTargetLos ("LRDodge", 2)
		USNJ E 8 A_FaceTarget
		TNT1 A 0 A_PlaySound ("INHESHFI")
		TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
		TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
		TNT1 AA 0 A_CustomMissile ("EagleIncShotgunTracer", 32, 9, random (-3,3), CMF_OFFSETPITCH, random (0, 2))
		TNT1 AA 0 A_CustomMissile ("EagleIncShotgunTracer", 32, 9, random (-3,3), CMF_OFFSETPITCH, random (-2, 0))
		USNJ F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 12, "Reload")
		TNT1 A 0 A_MonsterRefire (2, "AlphaBravo")
	   Loop
	  LRDodge:
	    USNJ E 8 A_FaceTarget
		TNT1 A 0 ThrustThingZ (0, random(15, 25), 0, 0)
		TNT1 A 0 A_PlaySound ("INHESHFI")
		TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
		TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
		TNT1 AA 0 A_CustomMissile ("EagleIncShotgunTracer", 32, 9, random (-6,6), CMF_OFFSETPITCH, random (0, 6))
		TNT1 AA 0 A_CustomMissile ("EagleIncShotgunTracer", 32, 9, random (-6,6), CMF_OFFSETPITCH, random (-6, 0))
		USNJ F 3 BRIGHT A_FaceTarget
		TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 12, "Reload")
		TNT1 A 0 A_MonsterRefire (2, "AlphaBravo")
	   Goto SeeLoop	
	Reload:
       USNJ A 12 A_PlaySound ("ASGOUT")
	   USNJ E 28 A_TakeInventory ("ShotgunShotCounter", 12)
	   USNJ A 18 A_PlaySound ("ASGIN")
	  Goto SeeLoop  
	Pain:
		USNJ H 3
		USNJ H 3 A_Pain
	   Goto SeeLoop	
		Death:
			 TNT1 A 0
			 TNT1 A 0 A_StopSound (6)
			 TNT1 A 0 A_CheckFloor ("XDeath")	
			 USNJ H 4 A_Scream
			 TNT1 A 0 A_CheckFloor ("XDeath")	
			 TNT1 A 0 A_SentinelBob
			 USNJ HHH 1 A_SpawnItemEx ("LittleTinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
			 USNJ HHH 1 A_SpawnItemEx ("JetPackerExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
			 USNJ HHH 1 A_SpawnItemEx ("JetPackerExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
			 USNJ HHH 1 A_SpawnItemEx ("JetPackerExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
		  XDeath:
			 TNT1 A 0
			 TNT1 A 0 A_StopSound (6)
			 TNT1 AAAA 0 A_SpawnItemEx ("CobraSparxBurst", 0, random (-3,3), random (0,4), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			 TNT1 A 0 Bright A_SpawnItemEx ("CobraSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			 TNT1 A 0 A_SpawnItemEx ("CobraPyroFlare", 0,0,0,0,0,0)
			 TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			 TNT1 A 0 A_SpawnItemEx ("TinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
			 PGIB A 5 A_NoBlocking
			 PGIB B 5
			 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)
            PGIB EDCBA 2
			USNJ H 3
		   Goto See	
       }
  }
  

	
  
		Actor EagleIncShotgunTracer 
		 {
	Projectile
	Damage (4)
	Damagetype "Fire"
	+FORCEXYBILLBOARD
	+DONTSPLASH
	+BLOODSPLATTER 
	+NOEXTREMEDEATH
	radius 2
	height 2
	speed 20
	renderstyle Add
	alpha 0.9
	scale .45
	 States
		 {
		  Spawn:
			TNT1 A 0 A_SpawnItemEx ("ImmolatorTracerTrail", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx ("LittleShotgunFlameCloud", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_Explode ((1), 30)
			TRAC A 1 BRIGHT A_SpawnItemEx ("CobraIncTracerTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			Loop
		  Death:
			TNT1 A 0
			TNT1 A 0 A_PlaySound("MINIEX",0)
			TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
			TNT1 A 0 A_Explode((4),60,0 ,0,40)
			TNT1 AAAA 0 A_SpawnItemEx ("CobraSparxBurst", 0, random (-3,3), random (0,4), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 Bright A_SpawnItemEx ("CobraSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx ("CobraPyroFlare", 0,0,0,0,0,0)
			TNT1 A 0 Bright A_SpawnItemEx ("LittleIncExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 Bright A_SpawnItemEx ("LittleExpFlameCloud", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 1 Radius_Quake (2,4,0,7,0)
			TNT1 A 20
		  stop	
		 }
	  }	




		Actor LittleShotgunFlameCloud  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.12 
			   Speed 0
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    FIR3 A 1 BRIGHT A_SetScale (0.12, 0.12)
							FIR3 B 1 BRIGHT A_SetScale (0.13, 0.13)	
							FIR3 C 1 BRIGHT A_SetScale (0.14, 0.14)
							FIR3 D 1 BRIGHT A_SetScale (0.15, 0.15)
							FIR3 E 1 BRIGHT A_SetScale (0.16, 0.16)
							FIR3 F 1 BRIGHT A_SetScale (0.17, 0.17)
							FIR3 G 1 BRIGHT A_SetScale (0.18, 0.18)
							FIR3 H 1 BRIGHT A_SetScale (0.19, 0.19)
							FIR3 I 1 BRIGHT A_SetScale (0.20, 0.20)
							FIR3 J 1 BRIGHT A_SetScale (0.21, 0.21)
							FIR3 K 1 BRIGHT A_SetScale (0.22, 0.22)
							FIR3 L 1 BRIGHT A_SetScale (0.23, 0.23)
							FIR3 M 1 BRIGHT A_SetScale (0.24, 0.24)
							FIR3 N 1 BRIGHT A_SetScale (0.25, 0.25)
							FIR3 O 1 BRIGHT A_SetScale (0.26, 0.26)
							FIR3 P 1 BRIGHT A_SetScale (0.27, 0.27)
						  Stop	
					   }
				}