   Actor USNMilitaristAR155 : 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 taken down by the professional shots of overly patriotic guy for whom war is hobby"
  health 60
  radius 15
  height 54
  mass 100
  speed 10
  Translation "168:174=5:8", "192:207=121:127", "112:127=121:127"	
  Species "Z"
  +DOHARMSPECIES
  painchance 175
  SeeSound "USNMilitarist1/See"
  PainSound "USNMilitarist1/pain"
  DeathSound "USNMilitarist1/Death"
  ActiveSound "USNMilitarist1/Active"
  dropitem "Chaingun"
  Tag "USN Assault Rifle 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_SetScale (scaleX+frandom(-0.02, 0.02), scaleY+frandom(-0.08,0.08))
  Spawn2:
    UARM A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUUSNMilitarist1")
	 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")
    UARM AABBCCDD 3 A_Chase
    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
	    UARM 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))
	    UARM 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))
	    UARM 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
	    UARM 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)) 
	    UARM 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)) 
	    UARM AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	Retreat:
	    TNT1 A 0 A_ChangeFlag ("Frightened", true)
		UARM AABBCCDD 2 A_Wander
		TNT1 A 0 A_Jump (2, "MissileCheck")
		UARM AABBCCDD 2 A_Wander
		TNT1 A 0 A_Jump (2, "MissileCheck")
		UARM AABBCCDD 2 A_Wander
		TNT1 A 0 A_Jump (2, "MissileCheck")
		TNT1 A 0 A_GiveInventory ("MovingCounter", 1)
	    TNT1 A 0 A_JumpIfInventory ("MovingCounter", 20, "MissileCheck")
	   Loop
  MissileCheck:
    TNT1 A 0 A_ChangeFlag ("Frightened", false)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  AlphaBravo:
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
    UARM E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	UARM E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	UARM E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	TNT1 A 0 A_Jump (5, "SeeLoop")
   Loop
  MissileAmbush:
    UARM EE 4 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("Burst", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP,  949, 650)
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 950)
  Missile:
    TNT1 A 0 A_ChangeFlag ("Frightened", false)
	TNT1 A 0 A_TakeInventory ("MovingToCover", 20)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
    UARM E 12 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("Burst", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP,  949, 650)
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 950)
  MissileLoop:
    TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	UARM F 2 BRIGHT A_CustomMissile ("AKTracer",42,4,random (-4,4))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload") 
	TNT1 A 0 A_Jump (5, "Retreat")
    UARM E 3 A_MonsterRefire (40, "SeeLoop")
	goto MissileLoop
  Burst:
    UARM E 7 A_FaceTarget
    TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	UARM F 2 BRIGHT A_CustomMissile ("AKTracer",42,4)
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	UARM E 3 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	UARM F 2 BRIGHT A_CustomMissile ("AKTracer",42,4,random (-1,2))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	UARM E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	UARM F 2 BRIGHT A_CustomMissile ("AKTracer",42,4,random (-2,2))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	TNT1 A 0 A_JumpIfInTargetLos ("Retreat", 4, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 949, 650)
	UARM E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	UARM F 2 BRIGHT A_CustomMissile ("AKTracer",42,4,random (-3,2))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	UARM E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	UARM F 2 BRIGHT A_CustomMissile ("AKTracer",42,4,random (-2,3))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	UARM E 3 A_MonsterRefire (2, "AlphaBravo")
	Loop
  Accuracy:
    UARM E 12 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	UARM F 2 BRIGHT A_CustomMissile ("AKTracer",42,4)
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	TNT1 A 0 A_Jump (125, "SeeLoop")
	UARM E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	UARM 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")
	UARM E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	UARM 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")
	UARM E 3 A_MonsterRefire (2, "AlphaBravo")
   Loop		
  Reload:  
    UARM D 10 A_JumpIfInTargetLos ("RetreatReload", 10, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 950, 650) 	
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 30)
	TNT1 A 0 A_ChangeFlag ("Frightened", false)
	UARM E 21 A_PlaySound ("RIFOUT")
	UARM D 24 A_PlaySound ("RIFIN")
	UARM E 12 A_PlaySound ("RIFREAD")
	Goto SeeLoop
  ReloadCon:
    UARM D 10 	
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 30)
	TNT1 A 0 A_ChangeFlag ("Frightened", false)
	UARM E 10
	UARM D 6
	UARM E 5
	Goto MissileCheck
  RetreatReload:
    TNT1 A 0 A_ChangeFlag ("Frightened", true)
	UARM ABCD 2 A_Chase
	TNT1 A 0 A_CheckSight ("ReloadCon")
	TNT1 A 0 A_GiveInventory ("MovingCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("MovingCounter", 20, "ReloadCon")
   Loop
  Pain:
    UARM G 3
    UARM G 3 A_Pain	
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    UARM H 5 A_Scream
    UARM I 5
    UARM J 5 A_NoBlocking
    UARM K 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    UARM L -1
    stop
  Death.WEAK:
    UARM O 5
    UARM P 5 A_PlaySound("Baddy/pain")
    UARM Q 5 A_NoBlocking
    UARM R 5
    UARM S -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    UARM U 5
    UARM 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)
	UARM 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:
    UARM AA 4 A_Wander
    UARM A 0 A_Look
    UARM BB 4 A_Wander
    UARM A 0 A_Look
    UARM CC 4 A_Wander
    UARM A 0 A_Look
    UARM DD 4 A_Wander
    UARM A 0 A_Look
    loop
  }
	   
	   
	   }


	Actor USNMilAR155Spawner : RandomSpawner
		{
		 DropItem USNMilitaristAR155
		 DropItem USNMilitaristAR155Haki
		 DropItem USNMilitaristAR155Grey
		 DropItem USNMilitaristAR155DarkGreen
		}



	Actor USNMilitaristAR155Haki: USNMilitaristAR155
		{
		 Translation "192:207=152:159", "168:174=6:8", "112:127=152:159"		
		}
		
	Actor USNMilitaristAR155Grey: USNMilitaristAR155
		{
		 Translation "168:174=6:8", "192:207=96:111", "112:127=96:111"		
		}
		
	Actor USNMilitaristAR155DarkGreen: USNMilitaristAR155
		{
		 Translation "168:174=5:8", "192:207=9:12", "112:127=9:12"		
		}	
	