  Actor ARSmilingMilitarist : GenericHumanScum 
       {
	   
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "Stimkit" 60
DropItem "ArmorCharge" 60
DropItem "AmmoPack" 40
DropItem "HandGrenadeAmmo" 100 1
DropItem "MineAmmo" 50 1	   
	   
  scale 1.0
  obituary "%o was too long in sights of the extremely cheerful militaristist, armed with assault rifle"
  health 70
  radius 15
  height 54
  mass 100
  speed 10
  Species "Z"
  +DOHARMSPECIES
  painchance 180	
  SeeSound "ARSMilitarist/See"
  PainSound "ARSMilitarist/pain"
  DeathSound "ARSMilitarist/Death"
  ActiveSound "ARSMilitarist/Active"
  dropitem "Chaingun"
  Tag "Assault Rifle Smiling Militarist"
  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")
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
	TNT1 A 0 A_SetScale (scaleX+frandom(-0.02, 0.02), scaleY+frandom(-0.08,0.08))
	TNT1 A 0 A_SpawnItemEx ("DarkWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 50)
  Spawn2: 	
    ARSM A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUARSMilitarist")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  See:
    "####" A random(1,5)
    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_JumpIfInventory ("AKShotCounter", 35, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    ARSM AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 35, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    ARSM 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))
	    ARSM 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))
	    ARSM 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
	    ARSM 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)) 
	    ARSM 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)) 
	    ARSM AABBCCDD 2 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:
    ARSM E 9 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("NotRapidFire", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP,  0, 680)
	TNT1 A 0 A_JumpIfTargetInLos ("AccurateFire", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1000)
  MissileLoop:
    ARSM E 2 A_FaceTarget
    TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	ARSM F 1 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-3,3))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 35, "Reload") 
	//TNT1 A 0 A_JumpIfInTargetLos ("DodgeCheck")
    ARSM E 1 A_MonsterRefire (40, "SeeLoop")
	goto MissileLoop
  NotRapidFire:
	ARSM E 3 A_FaceTarget
    TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	ARSM F 1 BRIGHT A_CustomMissile ("AKTracer",32,9)
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 35, "Reload")
	ARSM E 5 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	ARSM F 1 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-1,1))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 35, "Reload")
	ARSM E 5 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	ARSM F 1 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-2,2))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 35, "Reload")
	TNT1 A 0 A_Jump (5, "SeeLoop")
	ARSM E 4 A_MonsterRefire (40, "SeeLoop")
	Loop
  AccurateFire:
    ARSM E 7 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	ARSM F 1 BRIGHT A_CustomMissile ("AKTracer",32,9)
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 35, "Reload")
	TNT1 A 0 A_Jump (10, "SeeLoop")
	ARSM E 7 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	ARSM F 1 BRIGHT A_CustomMissile ("AKTracer",32,9, random (-1,1))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 35, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	Loop
  Reload:  
    ARSM D 10 A_PlaySound ("RIFOUT")
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 35)
	ARSM E 20 A_PlaySound ("RIFIN")
	ARSM D 12 A_PlaySound ("RIFREAD")
	Goto SeeLoop
  Pain:
    ARSM G 3
    ARSM G 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    ARSM H 5 A_Scream
    ARSM I 5
    ARSM J 5 A_NoBlocking
    ARSM K 5
    ARSM L 2
	ARSM M 3 A_Playsound ("FallingBodyGear", CHAN_BODY)
	ARSM N -1
    stop
  Death.WEAK:
    ARSM O 5
    ARSM P 5 
    ARSM Q 5 
    ARSM R 5
    ARSM S -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_XScream
    PGIB A 4 A_NoBlocking
	PGIB B 4 
    PGIB C 4 
    PGIB D 4
    PGIB E 4
    Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	ARSM NMLKJIH 5
   Goto See	
  //Suren:
    RSS1 A 5 A_PlaySound("Baddy/Surren")
    RSS1 B 5 
    RSS1 C 5 A_NoBlocking
    RSS1 C 5 A_SpawnItem("Russ1wimp",0,0)
    stop
  Idle:
    ARSM AA 4 A_Wander
    ARSM A 0 A_Look
    ARSM BB 4 A_Wander
    ARSM A 0 A_Look
    ARSM CC 4 A_Wander
    ARSM A 0 A_Look
    ARSM DD 4 A_Wander
    ARSM A 0 A_Look
    loop
  }
	   
}

	