Actor CollateralCrusader
     {
 
 
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 80
  DropItem "LifeCore" 125
  DropItem "PerkGlobe", 120
DropItem "BossArmorBonusMax" 128 1
DropItem "MissileBox" 128 4
DropItem "Grenade Launcher" 255
	 
  Health 4000
  Radius 40
  Height 110
  Mass 1000
  MaxDropOffHeight 142
  Speed 16
  Species "MOO"
  PainChance "Gluon", 0 
  BloodType "MetalSurface"
  PainChance 30
  Monster
  MinMissileChance 160
  Obituary "%o was neutralised in the most democratic way possible by the Collateral Crusader"  
  SeeSound "CollateralCrusader/See"
  ActiveSound "CollateralCrusader/Active"
  +DONTHARMSPECIES
  +BOSS
  +MISSILEMORE
  +MissileEvenMore
  +FLOORCLIP
  +NOBLOODDECALS
  +NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
          States
		       {
		       Spawn:	     
			       UMEW T 10 A_Look
				  Loop
			  MafonOn:
			      TNT1 A 0
				  TNT1 A 0 A_GiveInventory ("USNDiscoCooldown", 6)
				  TNT1 A 0 A_GiveInventory ("USNDiscoActive", 1)
			      TNT1 A 0 A_PlaySound ("USNMEMAF", 3, 1.0, true)
				 Goto SeeLoop
			 MafonOff:
			      TNT1 A 0
			      TNT1 A 0 A_StopSound (3)
				  TNT1 A 0 A_GiveInventory ("USNDiscoCooldown", 6)
				  TNT1 A 0 A_TakeInventory ("USNDiscoActive", 1)
				  TNT1 A 0 A_TakeInventory ("USNDiscoToken", 50)
				 Goto SeeLoop+1 
			 CheckForSight:
			      TNT1 A 0
				  TNT1 A 0 A_CheckSight ("MafonOff")
				 Goto SeeLoop+1
			 CheckScreamingEagles:
			     TNT1 A 0
				 TNT1 A 0 A_JumpIfTargetInLos ("ScreamingEagles", 0, JLOSF_DEADNOJUMP)
				Goto SeeLoop
			 ScreamingEagles:
			     TNT1 A 0 A_Changeflag ("NOPAIN", true)
			     UMEW T 12 A_FaceTarget
				 TNT1 A 0 A_Playsound ("RLRLD")
				 TNT1 A 0 A_Jump (64, 2)
				 TNT1 A 0 A_Playsound ("UMEJUMP")
				 TNT1 A 0 ThrustThingZ (0, random (69,85), 0, 0)
				 UMEW J 8 A_FaceTarget
				 UMEW J 8 A_Recoil (random (-25,-15))
				 TNT1 A 0 A_FaceTarget
				Goto MidAir
			 MidAir:
				TNT1 A 0
				TNT1 A 0 A_CheckFloor ("Slam")
				UMEW J 1 A_CheckFloor ("Slam")
				TNT1 A 0 A_GiveInventory ("MidAirCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("MidAirCounter", 60, "Slam") 
				//TNT1 A 0 A_Chase
			   Loop
		     Slam:
				TNT1 A 0
				TNT1 A 0 A_GiveInventory ("ScreamingEagleCoolDown", 4)
				TNT1 A 0 A_Changeflag ("NOPAIN", false)
				TNT1 A 0 A_TakeInventory ("midAirCounter", 60)
				TNT1 A 0 A_PlaySound ("HeavyAss/Drop", 0, 1.0, false, 0.5)	
				TNT1 A 0 A_Explode ((100),256, 0)
				//TNT1 A 0 A_JumpIf((z-floorz)!=0, "SeeLoop")
				UMEW J 7
				Goto SeeLoop	
			   See:
			      TNT1 A 0
			      TNT1 A 0 A_JumpIfTargetInLos ("MafonOn", 0, JLOSF_DEADNOJUMP)
			   SeeLoop:
			       TNT1 A 0 A_JumpIfInventory ("USNDiscoToken", 50, "CheckForSight")
			       TNT1 A 0 A_StopSound (1)
			       TNT1 A 0 A_ChangeFlag ("NOPAIN", false)
				   TNT1 A 0 A_TakeInventory ("USNDiscoCoolDown", 1)
				   TNT1 A 0 A_TakeInventory ("ScreamingEagleCoolDown", 1)
			       UMEW AA 4 A_Chase
				   TNT1 A 0 A_JumpIfInventory ("USNDiscoCoolDown", 1, 3)
				   TNT1 A 0 A_JumpIfInventory ("USNDiscoActive", 1, 2)
				   TNT1 A 0 A_JumpIfTargetInLos ("MafonOn", 0, JLOSF_DEADNOJUMP)
				   TNT1 A 0 A_PlaySound ("ReichMech/Step")
				   UMEW BB 4 A_Chase
				   UMEW CC 4 A_Chase
				   TNT1 A 0 A_GiveInventory ("USNDiscoToken", 1)
				   TNT1 A 0 A_PlaySound ("ReichMech/Step")
				   UMEW DD 4 A_Chase
				   TNT1 A 0 A_JumpIfInventory ("ScreamingEaglecooldown", 1, 2)
				   TNT1 A 0 A_Jump (75, "CheckScreamingEagles")
				   UMEW EE 4 A_Chase
				   TNT1 A 0 A_PlaySound ("ReichMech/Step")
				   UMEW FF 4 A_Chase
				  Loop
			   Missile:
			       UMEW T 10 A_FaceTarget
				   TNT1 A 0 A_Jump (69, 2)
				   TNT1 A 0 A_JumpIfInTargetLos ("MGDodgeMove", 12, JLOSF_DEADNOJUMP, 500)
				   UMEW T 5 A_FaceTarget
				   TNT1 A 0 A_TakeInventory ("ArtCoolDown", 1)
				   TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1400)
				   TNT1 A 0 A_JumpIfTargetInLos ("Closequarters", 0, JLOSF_DEADNOJUMP, 700)
				   TNT1 A 0 A_JumpIfInventory ("ArtCoolDown", 1, 2)
				   TNT1 A 0 A_Jump (125, "UltimateMid")
				   TNT1 A 0 A_JumpIfInventory ("ScreamingEaglecooldown", 1, 2)
				   TNT1 A 0 A_Jump (125, "ScreamingEagleMG", "SCCannon", "SCRockets")
				   TNT1 A 0 A_Jump (255, "RocketsMid", "Cannon")
				  Goto SeeLoop
		     RocketsMid:
			   TNT1 A 0 A_Jump (125, "RocketsFastBurst")
			   UMEW T 9 A_FaceTarget
			   TNT1 A 0 A_PlaySound ("HELUROCK")
			   TNT1 A 0 A_FaceTarget
			   UMMI T 5 BRIGHT A_CustomMissile ("USNMSClusterMissile", 94, 40, random (0,15), CMF_OFFSETPITCH, random (0,10))
			   TNT1 A 0 A_CustomMissile ("USNMSClusterMissile", 94, -40, random (-15,0), CMF_OFFSETPITCH, random (0,10))
			   TNT1 A 0 A_GiveInventory ("HeliRockCounter", 1)
			   TNT1 A 0 A_JumpIfInventory ("HeliRockCounter", 10, "RocketReload")
			   TNT1 A 0 A_MonsterRefire (2, "SeeLoop")
			  Loop
			RocketsFastBurst:
			   UMEW T 4 A_FaceTarget
			   TNT1 A 0 A_PlaySound ("HELUROCK")
			   TNT1 A 0 A_FaceTarget
			   UMMI T 3 BRIGHT A_CustomMissile ("USNMechrocket", 94, 40, random (0,7), CMF_OFFSETPITCH, random (-6,6))
			   TNT1 A 0 A_CustomMissile ("USNMechRocket", 94, -40, random (-7,0), CMF_OFFSETPITCH, random (-6,6))
			   TNT1 A 0 A_GiveInventory ("HeliRockCounter", 1)
			   TNT1 A 0 A_JumpIfInventory ("HeliRockCounter", 10, "RocketReload")
			   TNT1 A 0 A_MonsterRefire (2, "SeeLoop")
			  Loop   
			 Cannon:
			   UMEW T 10 A_FaceTarget
			   TNT1 A 0 A_Playsound ("USNMECAN", CHAN_WEAPON)
			   UMEC T 4 BRIGHT A_CustomMissile ("CollateralCrusaderTracer", 75, 44, random (4,6))
			   TNT1 A 0 A_CustomMissile ("CollateralCrusaderTracer", 75, -44, random (-6,-4))
			   TNT1 A 0 A_CustomMissile ("CollateralCrusaderTracer", 75, -37)
			   TNT1 A 0 A_CustomMissile ("CollateralCrusaderTracer", 75, 37)
			  Goto CannonReload 
			 SCCannon:
			     TNT1 A 0 A_Changeflag ("NOPAIN", true)
			     UMEW T 12 A_FaceTarget
				 TNT1 A 0 A_Playsound ("RLRLD")
				 TNT1 A 0 A_Jump (64, 2)
				 TNT1 A 0 A_Playsound ("UMEJUMP", CHAN_VOICE)
				 TNT1 A 0 ThrustThingZ (0, random (69,85), 0, 0)
				 UMEW J 8 A_FaceTarget
				 UMEW J 8 A_Recoil (random (-25,-15))
				 TNT1 A 0 A_FaceTarget
				 TNT1 A 0 A_Playsound ("USNMECAN", CHAN_WEAPON)
			   UMEC J 4 BRIGHT A_CustomMissile ("CollateralCrusaderTracer", 75, 44, random (8,10), CMF_OFFSETPITCH, random (-4,4))
			   TNT1 A 0 A_CustomMissile ("CollateralCrusaderTracer", 75, -44, random (-10,-8), CMF_OFFSETPITCH, random (-4,4))
			   TNT1 A 0 A_CustomMissile ("CollateralCrusaderTracer", 75, -37, random (-3,0), CMF_OFFSETPITCH, random (-4,4))
			   TNT1 A 0 A_CustomMissile ("CollateralCrusaderTracer", 75, 37, random (0,3), CMF_OFFSETPITCH, random (-4,4))
				Goto MidAir
			  MGDodgeMove:  //Yobanyi pizdec, how much is this shit of a code---------------------------------------------------------------------------------------------------------
			      TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM A 1 Bright A_FaceTarget
				  TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				  TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "MGReload")
				  
				  UMEW A 1 A_FaceTarget
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM A 1 Bright A_FaceTarget
				  
				  UMEW A 1 A_FaceTarget
				  TNT1 A 0 A_Wander
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM A 1 Bright A_FaceTarget
				  TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				  TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "MGReload")
				  
				  UMEW A 1 A_FaceTarget
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderIncTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderIncTracer",89,-53,random (0,1))
			      UMEM A 1 Bright A_FaceTarget
				  
				  UMEW A 1 A_FaceTarget
				  TNT1 A 0 A_PlaySound ("ReichMech/Step")
				  TNT1 A 0 A_Wander
				  
				  
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM B 1 Bright A_FaceTarget
				  TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				  TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "MGReload")
				  
				  UMEW B 1 A_FaceTarget
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM B 1 Bright A_FaceTarget
				  
				  UMEW B 1 A_FaceTarget
				  TNT1 A 0 A_Wander
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM B 1 Bright A_FaceTarget
				  TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				  TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "MGReload")
				  
				  UMEW B 1 A_FaceTarget
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderIncTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderIncTracer",89,-53,random (0,1))
			      UMEM B 1 Bright A_FaceTarget
				  
				  UMEW B 1 A_FaceTarget
				  TNT1 A 0 A_Wander
				  
				  
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM C 1 Bright A_FaceTarget
				  TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				  TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "MGReload")
				  
				  UMEW C 1 A_FaceTarget
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM C 1 Bright A_FaceTarget
				  
				  UMEW C 1 A_FaceTarget
				  TNT1 A 0 A_Wander
				  
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM C 1 Bright A_FaceTarget
				  TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				  TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "MGReload")
				  
				  UMEW C 1 A_FaceTarget
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderIncTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderIncTracer",89,-53,random (0,1))
			      UMEM C 1 Bright A_FaceTarget
				  
				  UMEW C 1 A_FaceTarget
				  TNT1 A 0 A_PlaySound ("ReichMech/Step")				  
				  TNT1 A 0 A_Wander
				  
				  
				  
				  
				  TNT1 A 0 A_MonsterRefire (2, "SeeLoop")
				  
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM D 1 Bright A_FaceTarget
				  TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				  TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "MGReload")
				  
				  UMEW D 1 A_FaceTarget
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM D 1 Bright A_FaceTarget
				  
				  UMEW D 1 A_FaceTarget
				  TNT1 A 0 A_Wander
				  
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM D 1 Bright A_FaceTarget
				  TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				  TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "MGReload")
				  
				  UMEW D 1 A_FaceTarget
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderIncTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderIncTracer",89,-53,random (0,1))
			      UMEM D 1 Bright A_FaceTarget
				  
				  UMEW D 1 A_FaceTarget
				  TNT1 A 0 A_Wander
				  
				  
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM E 1 Bright A_FaceTarget
				  TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				  TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "MGReload")
				  
				  UMEW E 1 A_FaceTarget
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM E 1 Bright A_FaceTarget
				  
				  UMEW E 1 A_FaceTarget
				  TNT1 A 0 A_Wander
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM E 1 Bright A_FaceTarget
				  TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				  TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "MGReload")
				  
				  UMEW E 1 A_FaceTarget
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderIncTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderIncTracer",89,-53,random (0,1))
			      UMEM E 1 Bright A_FaceTarget
				  
				  UMEW E 1 A_FaceTarget
				  TNT1 A 0 A_PlaySound ("ReichMech/Step")
				  TNT1 A 0 A_Wander
				  
				  
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM F 1 Bright A_FaceTarget
				  TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				  TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "MGReload")
				  
				  UMEW F 1 A_FaceTarget
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM F 1 Bright A_FaceTarget
				  
				  UMEW F 1 A_FaceTarget
				  TNT1 A 0 A_Wander
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
			      UMEM F 1 Bright A_FaceTarget
				  TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				  TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "MGReload")
				  
				  UMEW F 1 A_FaceTarget
				  
				  TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderIncTracer",89,53,random (0,1))
				  TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderIncTracer",89,-53,random (0,1))
			      UMEM F 1 Bright A_FaceTarget
				  
				  UMEW F 1 A_FaceTarget
				  TNT1 A 0 A_Wander
				  
				 
				  TNT1 A 0 A_MonsterRefire (2, "SeeLoop")
				 Loop
				 
		//YOBANYI V ROT ETOI ZANDRONUM----------------------------------------------------------------------------------------------------------------------------------------		 
				 
			   CloseQuarters:
			      TNT1 A 0 A_Jump (150, "RocketsCQ") 
				  MG:
				   TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1) 
				   UMEM T 1 Bright A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				   TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
				   TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				   TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "MGReload")
				   UMEW T 1 A_FaceTarget
				   UMEM T 1 Bright A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				   TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
				   TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				   TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "MGReload")
				   UMEW T 1 A_FaceTarget
				   UMEM T 1 Bright A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				   TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
				   TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				   TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "MGReload")
				   UMEW T 1 A_FaceTarget
				   UMEM T 1 Bright A_CustomMissile ("HFE_USNCrusaderIncTracer",89,53,random (0,1))
				   TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderIncTracer",89,-53,random (0,1))
				   TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				   TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "MGReload")
				   UMEW T 1 A_FaceTarget
				   TNT1 A 0 A_MonsterRefire (2, "SeeLoop")
				  Loop	  
			 ScreamingEagleMG:
			     TNT1 A 0 A_Changeflag ("NOPAIN", true)
			     UMEW T 12 A_FaceTarget
				 TNT1 A 0 A_Playsound ("RLRLD")
				 TNT1 A 0 A_Jump (64, 2)
				 TNT1 A 0 A_Playsound ("UMEJUMP")
				 TNT1 A 0 ThrustThingZ (0, random (69,85), 0, 0)
				 UMEW J 8 A_FaceTarget
				 UMEW J 8 A_Recoil (random (-25,-15))
				 TNT1 A 0 A_FaceTarget
				Goto MidAirMG
			 MidAirMG:
				TNT1 A 0
				TNT1 A 0 A_CheckFloor ("SlamMG")
				TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1) 
				UMEM J 1 Bright A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (-3,3))
			    TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (-3,3))
			    TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
		  	    TNT1 A 0 A_JumpIfInventory ("ShotCounter", 25, "MGReload")
				UMEW J 1 A_FaceTarget
				TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1) 
				UMEM J 1 Bright A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (-3,3))
			    TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (-3,3))
			    TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
		  	    TNT1 A 0 A_JumpIfInventory ("ShotCounter", 25, "MGReload")
				UMEW J 1 A_FaceTarget
				TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1) 
				UMEM J 1 Bright A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (-3,3))
			    TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (-3,3))
			    TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
		  	    TNT1 A 0 A_JumpIfInventory ("ShotCounter", 25, "MGReload")
				UMEW J 1 A_FaceTarget
				TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1) 
				UMEM J 1 Bright A_CustomMissile ("HFE_USNCrusaderIncTracer",89,53,random (-3,3))
			    TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderIncTracer",89,-53,random (-3,3))
			    TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
		  	    TNT1 A 0 A_JumpIfInventory ("ShotCounter", 25, "MGReload")
				TNT1 A 0 A_GiveInventory ("MidAirCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("MidAirCounter", 60, "SlamMG") 
				//TNT1 A 0 A_Chase
			   Loop
		     SlamMG:
				TNT1 A 0
				TNT1 A 0 A_StopSound (1)
				TNT1 A 0 A_TakeInventory ("ShotCounter", 25)
				TNT1 A 0 A_GiveInventory ("ScreamingEagleCoolDown", 4)
				TNT1 A 0 A_Changeflag ("NOPAIN", false)
				TNT1 A 0 A_TakeInventory ("midAirCounter", 60)
				TNT1 A 0 A_PlaySound ("HeavyAss/Drop", 0, 1.0, false, 0.5)	
				TNT1 A 0 A_Explode ((100),256, 0)
				//TNT1 A 0 A_JumpIf((z-floorz)!=0, "SeeLoop")
				UMEW J 7
				Goto SeeLoop	
		   RocketsCQ:
		       UMEW T 10 A_FaceTarget
			   TNT1 A 0 A_PlaySound ("HELUROCK")
			   TNT1 A 0 A_FaceTarget
			   UMMI T 5 BRIGHT A_CustomMissile ("USNMechRocket", 94, 40, random (-14,-12))
			   TNT1 A 0 A_CustomMissile ("USNMechRocket", 94, -40, random (12,14))
			   TNT1 A 0 A_GiveInventory ("HeliRockCounter", 1)
			  TNT1 A 0 A_JumpIfInventory ("HeliRockCounter", 10, "RocketReload")
			   UMEW T 9 A_FaceTarget
			   TNT1 A 0 A_PlaySound ("HELUROCK")
			   TNT1 A 0 A_FaceTarget
			  UMMI T 5 BRIGHT A_CustomMissile ("USNMechRocket", 94, 40, random (-9,-7))
			   TNT1 A 0 A_CustomMissile ("USNMechRocket", 94, -40, random (7,9))
			   TNT1 A 0 A_GiveInventory ("HeliRockCounter", 1)
			   TNT1 A 0 A_JumpIfInventory ("HeliRockCounter", 10, "RocketReload")
			   TNT1 A 0 A_MonsterRefire (2, "SeeLoop")
			  UMEW T 9 A_FaceTarget
			   TNT1 A 0 A_PlaySound ("HELUROCK")
			   TNT1 A 0 A_FaceTarget
			  UMMI T 5 BRIGHT A_CustomMissile ("USNMechRocket", 94, 40, random (-4,-2))
			   TNT1 A 0 A_CustomMissile ("USNMechRocket", 94, -40, random (2,4))
			   TNT1 A 0 A_GiveInventory ("HeliRockCounter", 1)
			   TNT1 A 0 A_JumpIfInventory ("HeliRockCounter", 10, "RocketReload")
			   TNT1 A 0 A_MonsterRefire (2, "SeeLoop")
			  UMEW T 9 A_FaceTarget
			   TNT1 A 0 A_PlaySound ("HELUROCK")
			   TNT1 A 0 A_FaceTarget
			  UMMI T 5 BRIGHT A_CustomMissile ("USNMechRocket", 94, 40, random (0,3))
			   TNT1 A 0 A_CustomMissile ("USNMechRocket", 94, -40, random (-3,0))
			   TNT1 A 0 A_GiveInventory ("HeliRockCounter", 1)
			   TNT1 A 0 A_JumpIfInventory ("HeliRockCounter", 10, "RocketReload")
			   TNT1 A 0 A_MonsterRefire (2, "SeeLoop")
			  UMEW T 9 A_FaceTarget
			   TNT1 A 0 A_PlaySound ("HELUROCK")
			   TNT1 A 0 A_FaceTarget
			  UMMI T 5 BRIGHT A_CustomMissile ("USNMechRocket", 94, 40, random (5,8))
			   TNT1 A 0 A_CustomMissile ("USNMechRocket", 94, -40, random (-8,-6))
			   TNT1 A 0 A_GiveInventory ("HeliRockCounter", 1)
			   TNT1 A 0 A_JumpIfInventory ("HeliRockCounter", 10, "RocketReload")
			   TNT1 A 0 A_MonsterRefire (2, "SeeLoop")
			   UMEW T 9 A_FaceTarget
			   TNT1 A 0 A_PlaySound ("HELUROCK")
			   TNT1 A 0 A_FaceTarget
			  UMMI T 5 BRIGHT A_CustomMissile ("USNMechRocket", 94, 40, random (10,12))
			   TNT1 A 0 A_CustomMissile ("USNMechRocket", 94, -40, random (-12,-14))
			   TNT1 A 0 A_GiveInventory ("HeliRockCounter", 1)
			   TNT1 A 0 A_JumpIfInventory ("HeliRockCounter", 10, "RocketReload")
			   TNT1 A 0 A_MonsterRefire (2, "SeeLoop")
			   UMEW T 9 A_FaceTarget
			   TNT1 A 0 A_PlaySound ("HELUROCK")
			   TNT1 A 0 A_FaceTarget
			  UMMI T 5 BRIGHT A_CustomMissile ("USNMechRocket", 94, 40, random (6,8))
			   TNT1 A 0 A_CustomMissile ("USNMechRocket", 94, -40, random (-9,-6))
			   TNT1 A 0 A_GiveInventory ("HeliRockCounter", 1)
			   TNT1 A 0 A_JumpIfInventory ("HeliRockCounter", 10, "RocketReload")
			   TNT1 A 0 A_MonsterRefire (2, "SeeLoop")
			   UMEW T 9 A_FaceTarget
			   TNT1 A 0 A_PlaySound ("HELUROCK")
			   TNT1 A 0 A_FaceTarget
			  UMMI T 5 BRIGHT A_CustomMissile ("USNMechRocket", 94, 40, random (3,5))
			   TNT1 A 0 A_CustomMissile ("USNMechRocket", 94, -40, random (-5,-2))
			   TNT1 A 0 A_GiveInventory ("HeliRockCounter", 1)
			   TNT1 A 0 A_JumpIfInventory ("HeliRockCounter", 10, "RocketReload")
			   TNT1 A 0 A_MonsterRefire (2, "SeeLoop")
			   UMEW T 9 A_FaceTarget
			   TNT1 A 0 A_PlaySound ("HELUROCK")
			   TNT1 A 0 A_FaceTarget
			  UMMI T 5 BRIGHT A_CustomMissile ("USNMechRocket", 94, 40, random (-2,0))
			   TNT1 A 0 A_CustomMissile ("USNMechRocket", 94, -40, random (-1,2))
			   TNT1 A 0 A_GiveInventory ("HeliRockCounter", 1)
			   TNT1 A 0 A_JumpIfInventory ("HeliRockCounter", 10, "RocketReload")
			   TNT1 A 0 A_MonsterRefire (2, "SeeLoop")
			   UMEW T 9 A_FaceTarget
			   TNT1 A 0 A_PlaySound ("HELUROCK")
			   TNT1 A 0 A_FaceTarget
			  UMMI T 5 BRIGHT A_CustomMissile ("USNMechRocket", 94, 40, random (-6,-4))
			   TNT1 A 0 A_CustomMissile ("USNMechRocket", 94, -40, random (5,8))
			   TNT1 A 0 A_GiveInventory ("HeliRockCounter", 1)
			   TNT1 A 0 A_JumpIfInventory ("HeliRockCounter", 10, "RocketReload")
			   TNT1 A 0 A_MonsterRefire (2, "SeeLoop")
			  Loop 			 
			SCRockets:
			     TNT1 A 0 A_Changeflag ("NOPAIN", true)
			     UMEW T 12 A_FaceTarget
				 TNT1 A 0 A_Playsound ("RLRLD")
				 TNT1 A 0 A_Jump (64, 2)
				 TNT1 A 0 A_Playsound ("UMEJUMP")
				 TNT1 A 0 ThrustThingZ (0, random (88,99), 0, 0)
				 UMEW J 8 A_FaceTarget
				 UMEW J 8 A_Recoil (random (-25,-15))
				 TNT1 A 0 A_FaceTarget
				Goto MidAirRock
			 MidAirRock:
				TNT1 A 0
				TNT1 A 0 A_CheckFloor ("Slam")
				UMEW T 5 A_FaceTarget
			    TNT1 A 0 A_PlaySound ("HELUROCK")
			    TNT1 A 0 A_FaceTarget
			    UMMI T 5 BRIGHT A_CustomMissile ("USNMechRocket", 94, 40, random (-8,8), CMF_OFFSETPITCH, random (-5,5))
			    TNT1 A 0 A_CustomMissile ("USNMechRocket", 94, -40, random (-8,8), CMF_OFFSETPITCH, random (-5,5))
			    Loop 
				//TNT1 A 0 A_Chase
		    UltimateMid:
			   TNT1 A 0 A_Changeflag ("NOPAIN", true)
			   UMEW T 17 A_FaceTarget
			   TNT1 A 0 A_FaceTarget
			   
			   TNT1 A 0 A_Playsound ("USNMECAN", CHAN_WEAPON)
			   UMEC T 4 BRIGHT A_CustomMissile ("CCIncTracer", 75, 44, random (4,6))
			   TNT1 A 0 A_CustomMissile ("CCIncTracer", 75, -44, random (-6,-4))
			   TNT1 A 0 A_CustomMissile ("CCIncTracer", 75, -37)
			   TNT1 A 0 A_CustomMissile ("CCIncTracer", 75, 37)
			   TNT1 A 0 A_GiveInventory ("ArtCoolDown", 3)
			  Goto CannonReload
			LongRange:
			   UMEW T 22 A_FaceTarget
			   TNT1 A 0 A_JumpIfInventory ("ArtCoolDown", 1, 2)
			   TNT1 A 0 A_Jump (140, "LongRangeUlt")
			   
			   TNT1 A 0 A_Jump (130, "TBRockets")
						   			   
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   
			   TNT1 A 0 A_FaceTarget 
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   
			   
			   TNT1 A 0 A_Playsound ("USNMECAN", CHAN_WEAPON)
			   
			   
			   
			   UMEC T 4 BRIGHT A_CustomMissile ("CollateralCrusaderFastTracer", 75, 44, random (-2,-1))
			   TNT1 A 0 A_CustomMissile ("CollateralCrusaderFastTracer", 75, -44, random (1,2))
			   TNT1 A 0 A_CustomMissile ("CollateralCrusaderFastTracer", 75, -37)
			   TNT1 A 0 A_CustomMissile ("CollateralCrusaderFastTracer", 75, 37)
			  Goto CannonReload
			
			TBRockets:
			   UMEW T 7 A_FaceTarget
			   TNT1 A 0 A_PlaySound ("HELUROCK")
			   TNT1 A 0 A_FaceTarget
			   UMMI T 5 BRIGHT A_CustomMissile ("USNMechTBRocket", 94, 40, random (-6,6), CMF_OFFSETPITCH, random (-3,3))
			   TNT1 A 0 A_CustomMissile ("USNMechTBRocket", 94, -40, random (-6,6), CMF_OFFSETPITCH, random (-3,3))
			   TNT1 A 0 A_GiveInventory ("HeliRockCounter", 1)
			   TNT1 A 0 A_JumpIfInventory ("HeliRockCounter", 10, "RocketReload")
			   TNT1 A 0 A_MonsterRefire (2, "SeeLoop")
			  Loop 
							
			LongRangeUlt:
			
			   TNT1 A 0 A_Changeflag ("NOPAIN", true)
			
			   TNT1 A 0 A_TakeInventory ("ClusterfuckCounter", 6)
			   
			   TNT1 A 0 A_Jump (175, "LockNLoad")
			   
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   
			   TNT1 A 0 A_FaceTarget 
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   UMEW T 1 A_SpawnItemEx ("BigLazahSight", 35, 40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_SpawnItemEx ("BigLazahSight", 35, -40, 84, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			   TNT1 A 0 A_FaceTarget
			   
			   TNT1 A 0 A_Playsound ("USNMECAN", CHAN_WEAPON)
			   UMEC T 4 BRIGHT A_CustomMissile ("CCFastIncTracer", 75, 44, random (2,3))
			   TNT1 A 0 A_CustomMissile ("CCFastIncTracer", 75, -44, random (-3,-2))
			   TNT1 A 0 A_CustomMissile ("CCFastIncTracer", 75, -37)
			   TNT1 A 0 A_CustomMissile ("CCFastIncTracer", 75, 37)
			   TNT1 A 0 A_GiveInventory ("ArtCoolDown", 4)
			  Goto CannonReload
			  
			  LockNLoad:
			     TNT1 A 0 A_ChangeFlag ("NOPAIN", true)
			     TNT1 A 0 A_PlaySound ("UMEJUMP")
			     UMEW T 19 A_FaceTarget
			  LockNLoadLoop:
			     TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				 TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				 TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
				 UMEU T 1 BRIGHT A_FaceTarget
				 UMEU T 1 BRIGHT A_FaceTarget
				 
				 TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				 TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				 TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
				 
				 UMEU T 1 BRIGHT A_FaceTarget
				 UMEU T 1 BRIGHT A_FaceTarget
				 
				 TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				 TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,53,random (0,1))
				 TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderExpTracer",89,-53,random (0,1))
				 
				 UMEU T 1 BRIGHT A_FaceTarget
				 UMEU T 1 BRIGHT A_FaceTarget
				 
				 
				 TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				 TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderIncTracer",89,53,random (0,1))
				 TNT1 A 0 A_CustomMissile ("HFE_USNCrusaderIncTracer",89,-53,random (0,1))
				 
				 
				 
				 TNT1 A 0 A_PlaySound ("HELUROCK")
				 TNT1 A 0 A_CustomMissile ("USNMechRocket", 94, -40, random (-7,7))
				 TNT1 A 0 A_CustomMissile ("USNMechRocket", 94, 40, random (-7,7))
				 TNT1 A 0 A_PlaySound ("ACANO1", CHAN_WEAPON)
				 TNT1 A 0  A_CustomMissile ("ACTracer", 75, 44, random (4,6))
				 TNT1 A 0 A_CustomMissile ("ACTracer", 75, -44, random (-6,-4))
				 TNT1 A 0 A_CustomMissile ("ACTracer", 75, -37)
				 TNT1 A 0 A_CustomMissile ("ACTracer", 75, 37)
				 TNT1 A 0 A_GiveInventory ("ClusterfuckCounter", 1)
				 TNT1 A 0 A_JumpIfInventory ("ClusterfuckCounter", 6, "SeeLoop")
				 TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
				 UMEW T 4 A_FaceTarget
				Loop
			  
				MGReload:
				  TNT1 A 0 A_StopSound (1)
				  TNT1 A 0 A_TakeInventory ("ShotCounter", 50)
				  UMEW AA 4 A_Wander
				  UMEW BB 4 A_Wander
				  UMEW CC 4 A_Wander
				  UMEW DD 4 A_Wander
				  UMEW EE 4 A_Wander
				  UMEW FF 4 A_Wander
				  UMEW AA 4 A_Wander
				  UMEW BB 4 A_Wander
				  UMEW CC 4 A_Wander
				  UMEW DD 4 A_Wander
				  UMEW EE 4 A_Wander
				  UMEW FF 4 A_Wander
				 Goto SeeLoop
			   CannonReload:
				  //TNT1 A 0 A_StopSound (1)
				  //TNT1 A 0 A_TakeInventory ("ShotCounter", 50)
				  UMEW AA 4 A_Wander
				  UMEW BB 4 A_Wander
				  UMEW CC 4 A_Wander
				  UMEW DD 4 A_Wander
				  UMEW EE 4 A_Wander
				  UMEW FF 4 A_Wander
				  UMEW AA 4 A_Wander
				  UMEW BB 4 A_Wander
				  UMEW CC 4 A_Wander
				  UMEW DD 4 A_Wander
				  UMEW EE 4 A_Wander
				  UMEW FF 4 A_Wander
				 Goto SeeLoop
			   RocketReload:
			      TNT1 A 0 A_TakeInventory ("HeliRockCounter", 10) 
				  //TNT1 A 0 A_StopSound (1)
				  //TNT1 A 0 A_TakeInventory ("ShotCounter", 50)
				  UMEW AA 4 A_Wander
				  UMEW BB 4 A_Wander
				  UMEW CC 4 A_Wander
				  UMEW DD 4 A_Wander
				  UMEW EE 4 A_Wander
				  UMEW FF 4 A_Wander
				  UMEW AA 4 A_Wander
				  UMEW BB 4 A_Wander
				  UMEW CC 4 A_Wander
				  UMEW DD 4 A_Wander
				  UMEW EE 4 A_Wander
				  UMEW FF 4 A_Wander
				 Goto SeeLoop 	 
				Pain:
				   TNT1 A 0 A_StopSound (1)
				   UMEW CCCC 2 A_Pain
				  Goto SeeLoop
			    Death:
				   TNT1 A 0
				   TNT1 A 0 A_StopSound (3)
				   TNT1 AA 0 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   UMEW CCCC 2 A_SpawnItemEx ("TinCanExplosion", 0, 0, 0, 0, 0, 0) 
				   TNT1 A 0 A_Scream
				   UMEW CCCC 2 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   UMEW CCCC 2 BRIGHT A_NoBlocking 
				   UMEW CCCC 2 BRIGHT A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", 0, 0, 0, 0, 0, 0)
				   UMEW CCCC 2 BRIGHT A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   UMEW CCCC 2 BRIGHT A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 20), random (0, 90), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", 0, 0, 0, 0, 0, 0)
	               TNT1 AAAAAAAAA 0 A_CustomMissile ("CrapMetal", random (-4,4), random (-4,4), random (-360,360), CMF_OffSetPitch | CMF_AIMDIRECTION, random (30,90))
				   TNT1 AAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx ("ReichMechExplosion", random (-10, 20), random (-10, 90), random (0, 70), random (0, 4), random (0, 4), random (0, 4),0, SXF_NOCHECKPOSITION)
				   TNT1 A 14
				   TNT1 A 8
				   TNT1 A 500
				   TNT1 A-1 A_BossDeath
				  Stop 
                  
	 
	      }
	 
	 
	 }
	 
	 
			
			
			
			
			Actor HFE_USNCrusaderExpTracer 
				{
				Projectile
				Damage (6)
				+FORCEXYBILLBOARD
				+DONTSPLASH
				+BLOODSPLATTER
				+DOHARMSPECIES 
				+EXTREMEDEATH
				radius 2
				height 2
				speed 28
				renderstyle Add
				alpha 0.9
				scale .3
				 States
					 {
					  Spawn:
						TRAC A 1 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true)
						Loop
					  Death:
						TNT1 A 0 A_PlaySound("MINIEX",0)
						TNT1 A 0 A_PlaySound("misc/distanceboom",6,0.5,0,0)
						TNT1 A 0 A_Explode((8),50,0 ,0,40)
						TNT1 AAAAA 0 A_CustomMissile ("ShotgunExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
						TNT1 A 0 A_SpawnItemEx ("IncShotgunSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
						TNT1 A 0 A_CustomMissile ("ShotgunBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
						TNT1 A 0 A_SpawnItemEx("ShotgunShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
						TNT1 A 1 Radius_Quake (2,4,0,7,0)
						TNT1 A 20
						Stop		
					 }
				}
				
				
			
			
			
			
			Actor HFE_USNCrusaderIncTracer 
				{
				Projectile
				Damage (6)
				+FORCEXYBILLBOARD
				+DONTSPLASH
				+BLOODSPLATTER
				+DOHARMSPECIES 
				+EXTREMEDEATH
				radius 2
				height 2
				speed 28
				renderstyle Add
				alpha 0.9
				scale .3
				 States
					 {
					  Spawn:
						TRAC A 1 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true)
						TNT1 A 0 A_SpawnItemEx ("IncUSNMGFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
						TNT1 A 0 A_SpawnItemEx ("IncShotgunTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
						TNT1 A 0 A_SpawnItemEx ("IncShotgunSparxBurst", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
						Loop
					  Death:
						TNT1 A 0 A_PlaySound("MINIEX",0)
						TNT1 A 0 A_PlaySound("misc/distanceboom",6,0.5,0,0)
						TNT1 A 0 A_Explode((2),50,0 ,0,40)
						TNT1 A 0 A_SpawnItemEx ("IncShotgunFlame", 0, 0, 0, 0, 0, 0, 0)
						TNT1 AAAAA 0 A_CustomMissile ("ShotgunExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
						TNT1 A 0 Bright A_SpawnItemEx ("LittleExpFlameCloud", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
						TNT1 A 0 A_SpawnItemEx ("IncShotgunSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
						TNT1 A 0 A_CustomMissile ("ShotgunBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
						TNT1 A 0 A_SpawnItemEx("ShotgunShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
						TNT1 A 1 Radius_Quake (2,4,0,7,0)
						TNT1 A 20
						Stop		
					 }
				}





			Actor CollateralCrusaderTracer 
			{
			Projectile
			Damage (20)
			+FORCEXYBILLBOARD
			+DONTSPLASH
			+BLOODSPLATTER 
			+EXTREMEDEATH
			Species "MOO"
			radius 2
			height 2
			speed 25
			renderstyle Add
			alpha 1.0
			scale .5
			 States
				 {
				  Spawn:
					TRAC A 1 Bright A_PlaySound ("Shell/Incoming", 0, 1.0, true)
					Loop
				  Death:
					TNT1 A 0
					TNT1 A 0 A_PlaySound("misc/boom",0)
					TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
					TNT1 A 0 A_Explode((50),135,0 ,0,40)
					TNT1 AAAAA 0 A_CustomMissile ("ArtilExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx ("CobraSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 AA 0 A_CustomMissile ("ArtilBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx("ArtilShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					TNT1 A 1 Radius_Quake (2,4,0,7,0)
					TNT1 A 20
				  stop	
				 }
			  }

			
			
			
			
			
			
			Actor CCIncTracer 
			{
			Projectile
			Damage (10)
			+FORCEXYBILLBOARD
			+DONTSPLASH
			+BLOODSPLATTER 
			+EXTREMEDEATH
			Species "MOO"
			radius 2
			height 2
			speed 25
			renderstyle Add
			alpha 1.0
			scale .5
			 States
				 {
				  Spawn:
				    TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
					TNT1 A 0 BRIGHT A_SpawnItemEx ("CobraIncTracerTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
					TRAC A 1 Bright A_PlaySound ("Shell/Incoming", 0, 1.0, true)
					Loop
				  Death:
					TNT1 A 0
					TNT1 A 0 A_PlaySound("misc/boom",0)
					TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
					TNT1 A 0 A_Explode((40),256,0 ,0,40)
					TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("MiniPyroCluster", random (3,8), 0, random (0, 360), 2, random (15, 360))
					 TNT1 AAAAAA 0 A_CustomMissile ("LittleExplosionFlameCloud", random (1,6), random (-5,5), random (0, 360), 2, random (0, 360))
					TNT1 AA 0 A_CustomMissile ("BlackOverLordExplosion", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx ("CobraSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 AA 0 A_CustomMissile ("ArtilBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx("ArtilShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					TNT1 A 1 Radius_Quake (2,4,0,7,0)
					TNT1 A 20
				  stop	
				 }
			  }





			Actor CollateralCrusaderFastTracer 
			{
			Projectile
			Damage (8)
			+FORCEXYBILLBOARD
			+DONTSPLASH
			+BLOODSPLATTER 
			+EXTREMEDEATH
			Species "MOO"
			radius 2
			height 2
			speed 40
			renderstyle Add
			alpha 1.0
			scale .4
			 States
				 {
				  Spawn:
					TRAC A 1 Bright A_PlaySound ("Shell/Incoming", 0, 1.0, true)
					Loop
				  Death:
					TNT1 A 0
					TNT1 A 0 A_PlaySound("misc/boom",0)
					TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
					TNT1 A 0 A_Explode((40),135,0 ,0,40)
					TNT1 AAAAA 0 A_CustomMissile ("ArtilExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx ("CobraSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 AA 0 A_CustomMissile ("ArtilBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx("ArtilShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					TNT1 A 1 Radius_Quake (2,4,0,7,0)
					TNT1 A 20
				  stop	
				 }
			  }
			  
		
		
			Actor CCFastIncTracer 
			{
			Projectile
			Damage (6)
			+FORCEXYBILLBOARD
			+DONTSPLASH
			+BLOODSPLATTER 
			+EXTREMEDEATH
			Species "MOO"
			radius 2
			height 2
			speed 40
			renderstyle Add
			alpha 1.0
			scale .4
			 States
				 {
				  Spawn:
				    TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
					TNT1 A 0 Bright A_SpawnItemEx ("IncUSNMGFlare", 0, 0, 0, 0, 0, 0)
					TRAC A 1 Bright A_PlaySound ("Shell/Incoming", 0, 1.0, true)
					Loop
				  Death:
					TNT1 A 0
					TNT1 A 0 A_PlaySound("misc/boom",0)
					TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
					TNT1 A 0 A_Explode((25),256,0 ,0,40)
					TNT1 AAAAAAAAAA 0 A_CustomMissile ("MiniPyroCluster", random (3,8), 0, random (0, 360), 2, random (15, 360))
					 TNT1 AAAAAA 0 A_CustomMissile ("LittleExplosionFlameCloud", random (1,6), random (-5,5), random (0, 360), 2, random (0, 360))
					TNT1 AA 0 A_CustomMissile ("BlackOverLordExplosion", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx ("CobraSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 AA 0 A_CustomMissile ("ArtilBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx("ArtilShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					TNT1 A 1 Radius_Quake (2,4,0,7,0)
					TNT1 A 20
				  stop	
				 }
			  }

			
			
			Actor MiniPyroCluster
			 {
				projectile
				+MISSILE
				-NOGRAVITY
				+THRUACTORS
				+BLOODSPLATTER
				+CANBOUNCEWATER
				+DONTHARMSPECIES
				RenderStyle Add
				Species "MOO" 
				gravity 0.45
				radius 2
				height 2
				speed 18
				scale 0.35
				+DOOMBOUNCE
				BounceCount 3
				BounceFactor 0.25
				damage (2)
				DeathSound "Fwoosh"
				bouncesound ""
				Obituary "%o couldn't see the bloody bombs"
				states
					{
					Spawn:
					TNT1 A 0
					TNT1 A 0 A_SpawnItemEx("AssSmoke2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)	
					HSPO A 4 Bright
					loop
					Death:
					TNT1 A 0
					TNT1 A 0 A_Explode((2),30, 0 ,0,60)
					TNT1 A 0 A_SpawnItemEx ("RedPBKabeem", 0,0,0,0,0,0)
					TNT1 A 0 A_SpawnItemEx ("FireWallFlame", 0, 0, 0, 0, 0, 0)
					TNT1 A 0 A_SpawnItemEx ("FireWallFlame", 0, 0, 0, 0, 0, 0)
					TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx("CSMiniMissileShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					TNT1 A 1 Radius_Quake (2,4,0,7,0)
					TNT1 A 20
					stop
					}
				}
				
			
			
			
			Actor USNMechRocket
				  {
				projectile
				+MISSILE
				+BLOODSPLATTER
				Translation "64:79=9:12", "128:151=9:12", "1:1=11:11"
				Species "MOO"
				+DONTHARMSPECIES
				+EXTREMEDEATH
				radius 3
				height 3
				missiletype "FlareSmoke"
				missileheight 8
				scale 0.97
				speed 30
				damage (10)
				Obituary "%o is now a rocket-man!"
				states
					{
					Spawn:
					TNT1 A 0 A_Playsound ("rockfly",7,1.0,true)
					//TNT1 A 0 A_SpawnItemEx("BiggerRocketTrail", -10,0,0)
//TNT1 A 0 A_SpawnItemEx("BiggerRocketTrail", -10,0,0, VelX*-.25, VelY*-.25, VelZ*-.25)
//TNT1 A 0 A_SpawnItemEx("BiggerRocketTrail", -10,0,0, VelX*-.5, VelY*-.5, VelZ*-.5)
//TNT1 A 0 A_SpawnItemEx("BiggerRocketTrail", -10,0,0, VelX*-.75, VelY*-.75, VelZ*-.75)
					TNT1 A 0 A_SpawnItemEx("BiggerRocketTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					ZMIS A 1 Bright A_SpawnItemEx("Flaresmoke",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					loop
					Death:
					TNT1 A 0
					TNT1 A 0 A_PlaySound("misc/boom",0)
					TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
					TNT1 A 0 A_Explode((20),85, 0 ,0,40)
					TNT1 A 0 Bright A_SpawnItemEx ("CobraSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx("CSMiniMissileShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					TNT1 A 1 Radius_Quake (2,4,0,7,0)
					TNT1 A 0 A_StopSound (7)
					TNT1 A 20
					stop
					}
				}
				  	
			
			
			Actor USNMSClusterMissile
			  {
		 Projectile
		 +BLOODSPLATTER
		 Radius 8
		 Height 8
		 +SEEKERMISSILE
		 +EXTREMEDEATH
		 Scale 0.84
		 Translation "128:151=5:8", "48:79=5:8", "13:15=7:7", "236:239=7:7", "1:2=8:8", "124:127=7:7"
		 Speed 18
		 Damage (4)
			   States
					{
					 Spawn:
					  MIS0 A random (35, 65) BRIGHT
					 Spawn2: 
					  TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION)
					  TNT1 A 0 A_Playsound ("rockfly",7,1.0,true)
					  MIS0 A 1 Bright A_SpawnItemEx("BiggerRocketTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					  TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION)
					  MIS0 A 1 Bright A_SpawnItemEx("BiggerRocketTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					  TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION)
					  MIS0 A 1 Bright A_SpawnItemEx("BiggerRocketTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					  TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION)
					  MIS0 A 1 Bright A_SeekerMissile (11, 15, 0, 0, 1)
					  //TNT1 A 0 A_TransferPointer (AAPTR_DEFAULT, AAPTR_TRACER, AAPTR_TARGET, AAPTR_TARGET)
					  //TNT1 A 0 A_JumpIfTargetInLos ("TestState", 0, JLOSF_DEADNOJUMP, 300, 0)
					  TNT1 A 0 A_JumpIfTracerCloser (220, "StopSeek")
					   loop
					StopSeek:
					  TNT1 A 0
					  TNT1 A 0 A_ChangeFlag ("SeekerMissile", false)
					Death:
					 TNT1 A 0
					 TNT1 A 0 A_PlaySound("misc/boom",5)
					 TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
					 TNT1 A 0 A_Explode((10),69, 0, 0)
					 TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
					 TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
					 TNT1 AAAAAA 0 Bright A_CustomMissile("GrenadeCluster",0,random (3,6), random(-25,25),CMF_AIMDIRECTION|CMF_OFFSETPITCH, random (15,50))
					 TNT1 A 1 Radius_Quake (2,4,0,7,0)
					 TNT1 A 0 A_StopSound (7)
					 TNT1 A 20
					   stop
					}
		}
			
			
			
			
			
			Actor USNMechTBRocket
				  {
				projectile
				+MISSILE
				+BLOODSPLATTER
				Translation "64:79=9:12", "128:151=9:12", "1:1=11:11"
				Species "MOO"
				+DONTHARMSPECIES
				+EXTREMEDEATH
				radius 3
				height 3
				missiletype "FlareSmoke"
				missileheight 8
				scale 1.1
				speed 30
				damage (10)
				Obituary "%o is now a rocket-man!"
				states
					{
					Spawn:
					TNT1 A 0 A_Playsound ("rockfly",7,1.0,true)
					TNT1 A 0 A_SpawnItemEx("BiggerRocketTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					APMS A 1 Bright A_SpawnItemEx("Flaresmoke",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					loop
					Death:
					TNT1 A 0
					TNT1 A 0 A_PlaySound("misc/boom",0)
					TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
					TNT1 A 0 A_Explode((20),85, 0 ,0,40)
					TNT1 A 0 Bright A_SpawnItemEx ("CobraSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 AAAAA 0 A_CustomMissile ("TBRocketExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 AA 0 A_CustomMissile ("TBRocketExpSpawner", random (1,15), 0, random (-180, 180), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (-180, 180)) 
					TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx("CSMiniMissileShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					TNT1 A 1 Radius_Quake (2,4,0,7,0)
					TNT1 A 0 A_StopSound (7)
					TNT1 A 20
					stop
					}
				}
			
			
			
			
			
			Actor TBRocketExpSpawner
			   { 
				  Radius 2
				  Height 2
				  Speed 8
				  Scale 0.15
				  FastSpeed 8
				  +THRUACTORS
				  +EXTREMEDEATH
				  +DOOMBOUNCE
				  BounceCount 69
				  //+NOINTERACTION
				  //+CLIENTSIDEONLY
				  Projectile
				  ReactionTime 6
				  States
				  {
				  Spawn:
					TNT1 A 3 A_Countdown
					TNT1 A 0 A_Explode ((10), 150)
					TNT1 A 1 A_SpawnItemEx ("TinCanExplosion", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)   
					Loop
				  Death:
					TNT1 A 0
					TNT1 A 2
					Stop
					  }
				   }
			 
			
			
			
			
			Actor TBRocketExplosionFlame
				{
				renderstyle add
				alpha 0.9
				scale 0.8
				projectile 
				radius 1
				height 1
				speed 3
				damage 0
				+NOINTERACTION
				+CLIENTSIDEONLY
				states
				{
				Spawn:
				EXPL ABCDEFGH 1 Bright
				stop
				}
				}
			 
			 
			  
			  
			  
			
			
			Actor BiggerRocketTrail
			  {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.27
			   Speed 0
			   RenderStyle Add
			      States
				       {
				        Spawn:
						    TNT1 A 2
						    FIR3 HIJKLOP 1 BRIGHT
						  Stop	
					   }
			  }
			  
			 
			 
			 
			 Actor AverageRocketTrail
			  {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.21
			   Speed 0
			   RenderStyle Add
			      States
				       {
				        Spawn:
						    TNT1 A 2
						    FIR3 HIJKLOP 1 BRIGHT
						  Stop	
					   }
			  }
			  
			  
			 
			
			
			
			Actor LesserRocketTrail
			  {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.3
			   Speed 0
			   RenderStyle Add
			      States
				       {
				        Spawn:
						    TNT1 A 2
						    CFIR HIJKL 1 BRIGHT
						  Stop	
					   }
			  }
			  
			  
			  
			  Actor LittleRocketTrail
			  {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.22
			   Speed 0
			   RenderStyle Add
			      States
				       {
				        Spawn:
						    TNT1 A 2
						    CFIR HIJKL 1 BRIGHT
						  Stop	
					   }
			  }
			  
			
			
			
			
			
			
			
			Actor BigLazahSight
		   {
			+NOINTERACTION
			+CLIENTSIDEONLY
			Projectile
			radius 0
			height 0
			speed 0 		
			RenderStyle Add
			Scale 0.35
              States
				 {
				  Spawn:
					 NLSS A 7 Bright
					Stop
				 }	
           }
			
			
			



			Actor USNDiscoToken : Inventory
				{
				 Inventory.MaxAmount 50
				}
				
			
			
			Actor USNDiscoCoolDown : Inventory
				{
				 Inventory.MaxAmount 6
				}
				
			
			
			Actor USNDiscoActive : Inventory
				{
				 Inventory.MaxAmount 1
				}
				
			
			Actor ScreamingEagleCoolDown : Inventory
				{
				 Inventory.MaxAmount 6
				}
				
			
			
			Actor MidAirCounter : Inventory
				{
				 Inventory.MaxAmount 60
				}
				
			
			Actor ClusterfuckCounter : Inventory
				{
				 Inventory.Maxamount 6
				}