Actor IncendiaryJetpacker //: GenericHumanScum 19900
  {
   Health 190
   Radius 15
   BloodType "DASBLUT"
   Height 56
   Species "Kek"
   +DONTHARMSPECIES
   Mass 200
   Translation "162:162=216:216", "163:167=96:111", "160:161=102:102"	
   Speed 9
   PainChance 140
   Monster
   +FLOAT
   +NOGRAVITY
   SeeSound "IncJetTrooper/See"
   PainSound "IncJetTrooper/Pain"
   DeathSound "IncJetTrooper/Death"
   ActiveSound "IncJetTrooper/Active"
   Obituary "%o was BBQ'd by the Incendiary Jetpacker"
   States
       {
        Spawn:
			TNT1 A 0
			TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("STFUCheck") == 1, "STFU")
			//TNT1 A 0 ACS_NamedExecute ("FlyerFix")
		Spawn2:
		    JPA3 A 3 A_Look
			Loop
		STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUIncJetTrooper")
	 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)
		    JPA3 AAA 1 A_Chase
			TNT1 A 0 A_Jump (69, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
			Loop
		DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    JPA3 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))
	    JPA3 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))
	    JPA3 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
	    JPA3 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)) 
	    JPA3 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)) 
	    JPA3 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:
		JPA3 A 10 A_FaceTarget
		TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
		TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
		TNT1 A 0 A_JumpIfTargetInLos ("DoubleGren", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 950, 650)
		TNT1 A 0 A_Playsound ("LASFIRE", CHAN_WEAPON)	
		JPA3 E 7 BRIGHT A_CustomMissile ("IncJTBall", 32, 10, 0)
		JPA3 A 7 A_FaceTarget
		TNT1 A 0 A_Playsound ("LASFIRE", CHAN_WEAPON)
		JPA3 F 7 BRIGHT A_CustomMissile ("IncJTBall", 32, -10, 0)
		JPA3 A 7 A_FaceTarget
		TNT1 A 0 A_Playsound ("LASFIRE", CHAN_WEAPON)
		JPA3 E 7 BRIGHT A_CustomMissile ("IncJTBall", 32, 10, -2)
		JPA3 A 7 A_FaceTarget
		TNT1 A 0 A_Playsound ("LASFIRE", CHAN_WEAPON)
		JPA3 F 7 BRIGHT A_CustomMissile ("IncJTBall", 32, -10, 2)
		JPA3 A 7 A_FaceTarget
		TNT1 A 0 A_Playsound ("LASFIRE", CHAN_WEAPON)
		JPA3 E 7 BRIGHT A_CustomMissile ("IncJTBall", 32, 10, random (-2,2))
		JPA3 A 7 A_FaceTarget
		TNT1 A 0 A_Playsound ("LASFIRE", CHAN_WEAPON)
		JPA3 F 7 BRIGHT A_CustomMissile ("IncJTBall", 32, -10, random (-2,2))
		Goto SeeLoop
	DoubleGren:
		JPA3 A 7 A_FaceTarget
		TNT1 A 0 ThrustThingZ (0, random (1,3), 0, 0)
		TNT1 A 0 A_PlaySound ("GLFIR", CHAN_WEAPON)
		JPA3 E 4 BRIGHT A_CustomMissile ("IncGrenade20mm", 32, 10, random (-2,2), CMF_OFFSETPITCH, random (5, 10))
		TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 7)
	   Goto SeeLoop	
	Pain:
		JPA3 A 3
		JPA3 A 3 A_Pain
	   Goto SeeLoop	
		Death:
			 TNT1 A 0
			 TNT1 A 0 A_StopSound (6)
			 TNT1 A 0 A_CheckFloor ("XDeath")	
			 JPA3 H 4 A_Scream
			 TNT1 A 0 A_CheckFloor ("XDeath")	
			 TNT1 A 0 A_SentinelBob
			 JPA3 HHH 1 A_SpawnItemEx ("LittleTinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
			 JPA3 III 1 A_SpawnItemEx ("JetPackerExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
			 JPA3 JJJ 1 A_SpawnItemEx ("JetPackerExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
			 JPA3 KKK 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 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)
			 JPA3 U 5 A_NoBlocking
			 JPA3 V 5
			 PGIB ABCD 1	
			 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
			JPA3 KJIH 3
		   Goto See	
       }
  }
  

	
  
		Actor IncGrenade20mm
	   {
	 projectile
	+MISSILE
	-NOGRAVITY
	+BLOODSPLATTER
	gravity 0.5
	radius 5
	height 5
	speed 30
	scale 1.0
	damage (10)
	Obituary "%o was blown up by 20mm grenade"
	states
		{
		 Spawn:
			 GREX A 3 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
			Loop
		 Death:
			 TNT1 A 0
			 TNT1 A 0 A_PlaySound("misc/boom",5)
			 TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
			 TNT1 A 0 A_Explode((15),60, 0 ,0,60)
			 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 AAAA 0 A_CustomMissile ("20mmIGrenadeFlame", 0, 0, random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (5, 69))
			 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 IncJTBall
      {
	      Radius 6
          Height 8
		  Speed 15
		  Scale 0.15
		  FastSpeed 18
		  Damage (10)
		  Projectile
		  DamageType "Fire"
		  RenderStyle Add
		  SeeSound ""
		  DeathSound "LFLAMFIR"
		  States
		  {
		  Spawn:
			TNT1 A 0
			TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			TNT1 A 0 Bright A_SpawnItemEx ("FireWallFlare", 0, 0, 0, 0, 0, 0)
			BLHD AB 1 Bright
		   Loop
		  Death:
			TNT1 A 0
			TNT1 AAAA 0 A_SpawnItemEx ("AssSmoke2", 0, 0, 0)
		    TNT1 A 0 A_SpawnItemEx ("FireWallFlare", 0,0,0,0,0,0)
			TNT1 A 0 A_SpawnItemEx ("RedPBKabeem", 0,0,0,0,0,0)
			//BPRH ABCDEFGHIJ 1 Bright
			Stop
			  }
           }

	Actor IncJTBallTrail 
				{
			   +NOINTERACTION
			   +CLIENTSIDEONLY
				Speed 1
				RenderStyle Add	
				Scale 0.05
				 States
					{
					Spawn:	
					    CFIR ABCDEFGHI 1 BRIGHT 
						CFIR JKL 1 BRIGHT A_FadeOut (0.2)
					   Stop
					}
                }


		Actor 20mmIGrenadeFlame
			{
				//Projectile
				DamageType Fire
				//Damage (1)
				Radius 1
				Species "CrusaderPilot"
				Height 1
				RenderStyle Add
				Gravity 1.0
				//+Ripper
				-NOGRAVITY
				+NOBLOCKMAP
				+NOTELEPORT
				+DONTHARMSPECIES
				+NODAMAGETHRUST
				+DONTSPLASH
				+FLOORCLIP
				BounceCount 69
				BounceFactor 0
			    +THRUACTORS
				//+DOOMBOUNCE
				Reactiontime 10
				Speed 2
				States
				  {
				 Spawn:
					 TNT1 A 0	
					 TNT1 A 0 A_Playsound ("FIRESML", 6, 1.0, true)
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_AIMOFFSET, 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(10, 15), 0, random (0, 360), CMF_AIMOFFSET, random (75, 175))
					 TNT1 A 0 A_Explode((5), 76, 0) 
					 FLME ABCDEFGHIJKLMN 1 Bright
					 TNT1 A 0 A_CountDown
					 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((5), 76, 0) 
					 FLME BCDEFGHIJKLMNA 1 Bright
					 TNT1 A 0 A_CountDown
					 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((5), 76, 0) 
					 FLME CDEFGHIJKLMNAB 1 Bright
					 TNT1 A 0 A_CountDown
					 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((5), 76, 0) 
					 FLME DEFGHIJKLMNABC 1 Bright
					 TNT1 A 0 A_CountDown	
					 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((5), 76, 0) 
					 FLME EFGHIJKLMNABCD 1 Bright
					 TNT1 A 0 A_CountDown
					 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((5), 76, 0) 
					 FLME FGHIJKLMNABCDE 1 Bright
					 TNT1 A 0 A_CountDown
					 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((5), 76, 0) 
					 FLME GHIJKLMNABCDEF 1 Bright
					 TNT1 A 0 A_CountDown
					 Loop 	
				Death:
					TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_AIMOFFSET, 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)
					TNT1 A 0 A_Explode((2), 8, 0)	
					FLME L 1 BRIGHT A_SetScale(0.4)
					FLME L 1 BRIGHT  A_FadeOut(0.3)
					TNT1 A 0 A_Explode((2), 8, 0)	
					FLME M 1 BRIGHT  A_SetScale(0.2)
					FLME M 1 BRIGHT  A_FadeOut(0.4)
					TNT1 A 0 A_Explode((2), 8, 0)	
					FLME N 1 BRIGHT  A_SetScale(0.1)
					FLME N 1 BRIGHT  A_FadeOut(0.5)
					TNT1 A 0 A_StopSound (6)
					Stop
					 }
			}
