   Actor WKOAGuy : 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 put down because he wasn't the right a*****an"
  health 70
  radius 15
  height 54
  mass 100
  speed 10
  Translation "250:255=161:167"	
  Species "Z"
  +DOHARMSPECIES
  painchance 145
  SeeSound "USNMilitarist3/See"
  PainSound "USNMilitarist3/pain"
  DeathSound "Manhunt/Death"
  ActiveSound "USNMilitarist3/Active"
  dropitem "Chaingun"
  Tag "What Kind Of Marine You Are"
  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))
	TNT1 A 0 A_Jump (50, "MAFON")
  Spawn2:
    WKOA A 10 A_Look
    loop
  MAFON:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx ("USNMafSPAWNER", 0, 0, 0)
   Goto Spawn2	
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUUSNMilitarist3")
	 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", 60, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    WKOA AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 60, "Reload")
	Goto SeeLoop+2
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    WKOA 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))
	    WKOA 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))
	    WKOA 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
	    WKOA 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)) 
	    WKOA 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)) 
	    WKOA AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	Evade:
 	    WKOA EA 3 A_Jump (255, "EvadeLeft")
	EvadeRight:
	    TNT1 A 0 A_FaceTarget
	    WKOA AABBCCDDAABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		Goto MissileCheck
	EvadeLeft:
	    TNT1 A 0 A_FaceTarget
	    WKOA AABBCCDDAABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		Goto MissileCheck
  MissileCheck:
    TNT1 A 0 A_ChangeFlag ("Frightened", false)
	TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
    TNT1 A 0 A_Jump (195, "M67Check")
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 60, "Reload")
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  AlphaBravo:
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 60, "Reload")
    WKOA E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	WKOA E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	WKOA E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	TNT1 A 0 A_Jump (5, "SeeLoop")
   Loop
  MissileAmbush:
    TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
    TNT1 A 0 A_Jump (195, "M67CheckAmbush")
    WKOA 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 ("GrenadeCoolDown", 1)
	TNT1 A 0 A_TakeInventory ("MovingToCover", 20)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 60, "Reload")
    WKOA 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)
	WKOA F 2 BRIGHT A_CustomMissile ("AKTracer",42,4,random (-2,1))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 60, "Reload") 
    WKOA E 3 A_MonsterRefire (40, "SeeLoop")
	goto MissileLoop
  Burst:
    WKOA E 7 A_FaceTarget
    TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	WKOA F 2 BRIGHT A_CustomMissile ("AKTracer",42,4)
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 60, "Reload")
	WKOA E 3 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	WKOA F 2 BRIGHT A_CustomMissile ("AKTracer",42,4,random (-1,1))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 60, "Reload")
	WKOA E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	WKOA F 2 BRIGHT A_CustomMissile ("AKTracer",42,4,random (-1,1))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 60, "Reload")
	TNT1 A 0 //A_JumpIfInTargetLos ("Retreat", 4, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 949, 650)
	WKOA E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	WKOA F 2 BRIGHT A_CustomMissile ("AKTracer",42,4,random (-1,2))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 60, "Reload")
	TNT1 A 0 A_JumpIfInTargetLos ("Evade", 10, JLOSF_DEADNOJUMP, 700, 0)
	WKOA E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	WKOA F 2 BRIGHT A_CustomMissile ("AKTracer",42,4,random (-2,1))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 60, "Reload")
	WKOA E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	WKOA F 2 BRIGHT A_CustomMissile ("AKTracer",42,4,random (-2,2))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 60, "Reload")
	WKOA E 3 A_MonsterRefire (2, "AlphaBravo")
	Loop
  Accuracy:
    WKOA E 12 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	WKOA 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")
	WKOA E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	WKOA 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")
	WKOA E 1 A_MonsterRefire (2, "AlphaBravo")
   Loop
  M67Check:
	TNT1 A 0	
    TNT1 A 0 A_JumpIfTargetInLos ("M67", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 370)
	Goto MissileCheck+2
  M67CheckAmbush:
	TNT1 A 0	
    TNT1 A 0 A_JumpIfTargetInLos ("M67", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 370)
	Goto MissileAmbush+3	
  M67:
    //TNT1 A 0 A_Print ("Granata")
    WKOA DE 5 A_FaceTarget	
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	WKOA D 3 A_CustomMissile ("M67Grenade", 42, 9, random (-2,2), CMF_OFFSETPITCH, random (14, 17))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 1)
	Goto SeeLoop  
  Reload:  
    WKOA D 20 A_JumpIfInTargetLos ("RetreatReload", 10, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 950, 650) 	
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 60)
	TNT1 A 0 A_ChangeFlag ("Frightened", false)
	WKOA E 30
	WKOA D 16
	WKOA E 15
	Goto SeeLoop
  ReloadCon:
    WKOA D 20  	
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 30)
	TNT1 A 0 A_ChangeFlag ("Frightened", false)
	WKOA E 30 A_PlaySound ("RIFOUT")
	WKOA D 16 A_PlaySound ("RIFIN")
	WKOA E 15 A_PlaySound ("RIFREAD")
	Goto MissileCheck
  RetreatReload:
    TNT1 A 0 A_ChangeFlag ("Frightened", true)
	WKOA 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:
    WKOA H 3
    WKOA H 3 A_Pain	
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    WKOA I 5 A_Scream
    WKOA J 5
    WKOA K 5 A_NoBlocking
    WKOA L 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    WKOA M -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 1 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)
	WKOA LKJIH 5
   Goto See	
  Idle:
    WKOA AA 4 A_Wander
    WKOA A 0 A_Look
    WKOA BB 4 A_Wander
    WKOA A 0 A_Look
    WKOA CC 4 A_Wander
    WKOA A 0 A_Look
    WKOA DD 4 A_Wander
    WKOA A 0 A_Look
    loop
  }
	   
}


	