   Actor RifleGI : 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 mistaken with a vietcong commie by the rifle GI"
  health 72
  radius 15
  height 54
  mass 100
  speed 10
  Translation "112:127=152:159"	
  Species "Z"
  +DOHARMSPECIES
  painchance 175
  SeeSound "USN/See"
  PainSound "GTS/pain"
  DeathSound "GTS/Death"
  ActiveSound "USN/Active"
  dropitem "Chaingun"
  Tag "Rifle GI"
  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_SetScale (scaleX+frandom(-0.02, 0.02), scaleY+frandom(-0.08,0.08))
  Spawn2:
    RAS3 A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUUSN")
	 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", 30, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    RAS3 AABBCCDD 3 A_Chase
	TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	Goto SeeLoop+2
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    RAS3 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))
	    RAS3 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))
	    RAS3 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
	    RAS3 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)) 
	    RAS3 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)) 
	    RAS3 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_JumpIfInventory ("GrenadeCoolDown", 1, 2)
    TNT1 A 0 A_Jump (150, "M67Check")
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
    RAS3 E 9 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("TriShot", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP,  0, 950)
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1500)
  MissileLoop:
    TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	RAS3 F 2 BRIGHT A_CustomMissile ("AKTracer",42,4,random (-1,1))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload") 
	//TNT1 A 0 A_JumpIfInTargetLos ("DodgeCheck")
    RAS3 E 3 A_MonsterRefire (40, "SeeLoop")
	goto MissileLoop
  Trishot:
    TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	RAS3 F 2 BRIGHT A_CustomMissile ("AKTracer",42,4,random (-1,0))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	RAS3 E 3 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	RAS3 F 2 BRIGHT A_CustomMissile ("AKTracer",42,4,random (-1,0))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	RAS3 E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	RAS3 F 2 BRIGHT A_CustomMissile ("AKTracer",42,4,random (-1,1))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	RAS3 E 3 A_MonsterRefire (40, "SeeLoop")
	Goto SeeLoop
  Accuracy:
    RAS3 E 7 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	RAS3 F 2 BRIGHT A_CustomMissile ("AKTracer",42,4)
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	Goto SeeLoop
  M67Check:
	TNT1 A 0	
    TNT1 A 0 A_JumpIfTargetInLos ("M67", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 300)
	Goto MissileCheck+2
  M67:
    //TNT1 A 0 A_Print ("Granata")
    RAS2 E 5 A_FaceTarget	
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	RAS2 D 3 A_CustomMissile ("M67Grenade", 42, 0, random (-5,5), CMF_OFFSETPITCH, random (8, 12))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 1)
	Goto SeeLoop		
  Reload:  
    RAS3 D 17 A_PlaySound ("RIFOUT")	
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 30)
	RAS3 E 25 A_PlaySound ("RIFIN")
	RAS3 D 16 A_PlaySound ("RIFREAD")
	Goto SeeLoop
  Pain:
    RAS3 G 3
    RAS3 G 3 A_Pain	
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    RAS3 H 5 A_Scream
    RAS3 I 5
    RAS3 J 5 A_NoBlocking
    RAS3 K 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    RAS3 L -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    RAS3 U 5
    RAS3 V 5 A_XScream
    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)
	RAS3 LKJIH 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:
    RAS3 AA 4 A_Wander
    RAS3 A 0 A_Look
    RAS3 BB 4 A_Wander
    RAS3 A 0 A_Look
    RAS3 CC 4 A_Wander
    RAS3 A 0 A_Look
    RAS3 DD 4 A_Wander
    RAS3 A 0 A_Look
    loop
  }
	   
	   
	   }


	Actor RifleGISpawner : RandomSpawner
		{
		 DropItem RifleGI
		 DropItem RifleGIGreen
		}


	Actor RifleGIGreen: RifleGI
		{
		 Translation "112:127=123:127"		
		}

	