   Actor WannabeHeroMinigunner : GenericHumanScum 
       {
	   
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "Stimkit" 60
DropItem "ArmorCharge" 60
DropItem "AmmoPack" 40
DropItem "HandGrenadeAmmo" 100 1
DropItem "Minigun" 35
DropItem "MineAmmo" 50 1	   
	   
  scale 1.0
  obituary "%o was defeated by the wannabe hero minigunner"
  health 90
  radius 15
  height 54
  mass 400
  speed 10
    Species "Z"
  +DOHARMSPECIES 
  painchance 145
  SeeSound "WannaBeHero/See"
  PainSound "WannaBeHero/pain"
  DeathSound "WannaBeHero/Death"
  ActiveSound "WannaBeHero/Active"
  dropitem "Chaingun"
  Tag "Wannabe hero minigunner"
  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_SpawnItemEx ("HumanTrails", 0, 0, 0)
  Spawn2:
    FEA4 A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUWannaBeHero")
	 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_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    FEA4 AABBCCDD 3 A_Chase 
    loop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    FEA4 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))
	    FEA4 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))
	    FEA4 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
	    FEA4 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)) 
	    FEA4 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)) 
	    FEA4 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:
	TNT1 A 0
	TNT1 A 0 A_TakeInventory ("HeatCounter", 25)
	TNT1 A 0 A_StopSound (4)
	TNT1 A 0 A_Jump (158, 2)
	TNT1 A 0 A_PlaySound ("WannabeHero/Scream", 0)
	TNT1 A 0 A_PlaySound ("CHNGNU1A", 1)
    FEA4 E 35 A_FaceTarget
  MissileLoop:
    TNT1 A 0 A_PlaySound ("MSTRFIRE", 1)
	TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("GatlingTracer",31,9,random (-7,7))
	FEA4 EF 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_GiveInventory ("HeatCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 250, "Reload")
	TNT1 A 0 A_JumpIfInventory ("HeatCounter", 15, "MissileLoopAlt")
	TNT1 A 0 A_Jump (25, "RecoilProblem", "SlideBack")
	TNT1 A 0 A_MonsterRefire (255, "MissileStop") 
    FEA4 E 2 Bright 
	goto MissileLoop
    MissileLoopAlt:
    TNT1 A 0 A_PlaySound ("MSTRFIRE", 1)
	TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("GatlingTracer",31,9,random (-7,7))
	FEA4 EF 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 250, "Reload")
	TNT1 A 0 A_Jump (125, "RecoilProblem", "SlideBack")
	TNT1 A 0 A_Jump (50, "Pain")
	TNT1 A 0 A_MonsterRefire (255, "MissileStop")
    FEA4 E 2 Bright A_FaceTarget
	goto MissileLoopAlt	
  SlideBack:
	TNT1 A 0 A_PlaySound ("MSTRFIRE", 1)
	TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("GatlingTracer",31,9,random (-7,7))
	FEA4 EF 1 BRIGHT A_Recoil (random (1, 2))
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 250, "Reload")
	TNT1 A 0 A_Jump (10, "RecoilProblem")
	TNT1 A 0 A_MonsterRefire (255, "MissileStop")
    FEA4 E 2 Bright A_FaceTarget
   Goto SlideBack	
  RecoilProblem:
    TNT1 A 0 A_PlaySound ("MSTRFIRE", 1)
	TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("GatlingTracer",31,9,random (-7,7), CMF_OFFSETPITCH, random (0, 25))
	FEA4 EF 1 BRIGHT A_FaceTarget 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 250, "Reload")
	TNT1 A 0 A_Jump (15, "MissileLoopAlt", "SlideBack")
	TNT1 A 0 A_Jump (10, "Pain")
	TNT1 A 0 A_MonsterRefire (255, "MissileStop")
    FEA4 E 2 Bright 
   Goto RecoilProblem				
  MissileStop:
	TNT1 A 0
	TNT1 A 0 A_StopSound (1)
	TNT1 A 0 A_Playsound ("CHNGND1A")
	FEA4 E 8
	Goto Seeloop
  Reload:
	TNT1 A 0 A_StopSound (1)
	FEA4 A 15
	TNT1 A 0 A_Playsound ("CHNGND1A")
    FEA4 D 27 A_TakeInventory ("ShotCounter", 250)
	TNT1 A 0 A_PlaySound ("M60Open")
	FEA4 D 45 A_PlaySound ("M60Load")
	FEA4 C 27
	FEA4 B 19 A_PlaySound ("M60Clos")
	Goto SeeLoop+1
  Pain:
	TNT1 A 0
	TNT1 A 0 A_StopSound (1)
    FEA4 G 3
    FEA4 G 3 A_Pain
    goto SeeLoop+1
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    FEA4 H 6 A_Scream
    FEA4 I 6
    FEA4 J 6 A_NoBlocking
    FEA4 KL 3
	FEA4 M 3 A_Playsound ("FallingBodyGear", CHAN_BODY)
    FEA4 N -1
    stop
  Death.WEAK:
    FEA4 O 5
    FEA4 P 5 A_PlaySound("Baddy/pain")
    FEA4 Q 5 A_NoBlocking
    FEA4 R 5
    FEA4 S -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)
	FEA4 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:
    FEA4 AA 4 A_Wander
    FEA4 A 0 A_Look
    FEA4 BB 4 A_Wander
    FEA4 A 0 A_Look
    FEA4 CC 4 A_Wander
    FEA4 A 0 A_Look
    FEA4 DD 4 A_Wander
    FEA4 A 0 A_Look
    loop
  }
	   
	   
	   }

	