    Actor MaroMech
     {
	 
  
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 80
  DropItem "LifeCore" 128 40
DropItem "BossArmorBonusMax" 128 1
DropItem "MissileBox" 128 20
DropItem "PerkGlobe", 128
DropItem "Grenade Launcher" 255
	 
  Health 4000
  Radius 40
  Height 110
  Mass 1000
  Speed 16
  Species "MOO"
  BloodType "MetalSurface"
  PainChance 30
  PainChance "Gluon", 0 
  Monster
  MinMissileChance 160
  Obituary "%o was blown up to the kingdom come by walking US armory"  
  SeeSound "ArtilMech/See"
  ActiveSound "ArtilMech/Active"
  DeathSound "ARTDE01"
  Tag "Marauder Mech"
  +BOSS
  +MISSILEMORE
  +DONTHARMSPECIES
  +MissileEvenMore
  +FLOORCLIP
  +NOBLOODDECALS
  +NORADIUSDMG
  +DONTMORPH
  +BOSSDEATH
          States
		       {
		       Spawn:
			       ARMO A 3 A_Look
				  Loop
			   See:
			       ARMO AA 4 A_Chase
				   TNT1 A 0 A_PlaySound ("ReichMech/Step")
				   ARMO BB 4 A_Chase
				   ARMO CC 4 A_Chase
				   TNT1 A 0 A_PlaySound ("ReichMech/Step")
				   ARMO DD 4 A_Chase
				  Loop
			   Missile:
			       TNT1 A 0 A_JumpIfInventory ("ArtCoolDown", 1, 2)
				   TNT1 A 0 A_Jump (145, "ArtSniping")
			       TNT1 A 0 A_TakeInventory ("ArtCoolDown", 1) 
			       ARMO D 7 A_FaceTarget
				   TNT1 A 0 A_JumpIfCloser (650, "Demomain")
				  RocketBurst: 
				   ARMO G 7 A_FaceTarget
				   TNT1 A 0 A_PlaySound ("LEMAROCK", CHAN_WEAPON)
				   ARMO H 5 Bright
				   TNT1 A 0 A_CustomMissile ("WeaveMissile", 90, 10, 0, CMF_AIMOFFSET)
				   TNT1 A 0 A_CustomMissile ("WeaveMissile", 90, -10, 0, CMF_AIMOFFSET)
				   TNT1 A 0 A_CustomMissile ("WeaveMissile", 85, 10, 0, CMF_AIMOFFSET)
				   TNT1 A 0 A_CustomMissile ("WeaveMissile", 85, -10, 0, CMF_AIMOFFSET)
				   TNT1 A 0 A_CustomMissile ("WeaveMissile", 90, 12, 0, CMF_AIMOFFSET)
				   TNT1 A 0 A_CustomMissile ("WeaveMissile", 90, -12, 0, CMF_AIMOFFSET)
				   TNT1 A 0 A_CustomMissile ("WeaveMissile", 85, 12, 0, CMF_AIMOFFSET)
				   TNT1 A 0 A_CustomMissile ("WeaveMissile", 85, -12, 0, CMF_AIMOFFSET)
				   Goto See   
				Demomain:
				   ARMO E 12 A_FaceTarget
				   TNT1 A 0 A_PlaySound ("GLFIR", CHAN_WEAPON)
				   ARMO F 5 BRIGHT A_CustomMissile ("ClusterGrenade", 80, 40, random (-3,3), CMF_OFFSETPITCH, random (7, 12))
				   Goto See
				ArtSniping:
				   TNT1 A 0  
				   TNT1 A 0 A_JumpIfTargetInLos ("DemoMain", 0, JLOSF_DEADNOJUMP, 650) 	
				   TNT1 A 0 A_JumpIfInventory ("ArtCoolDown", 1, "See")
				   TNT1 A 0 A_ChangeFlag ("NOPAIN", true)	
				   TNT1 A 0 A_PlaySound ("ArtilMech/Ready", CHAN_VOICE, 1.0, false, ATTN_NONE)
				   ARMO E 45 A_FaceTarget
				   TNT1 A 0 A_PlaySound ("ACANO", 0)
				   TNT1 A 0 A_FaceTarget
				   ARMO F 9 BRIGHT A_CustomMissile ("120mmTracer", 80,40)
				   TNT1 A 0 A_GiveInventory ("ArtCoolDown", 5, 0)
				   TNT1 A 0 A_ChangeFlag ("NOPAIN", false)	
				   //TNT1 A 0 A_PRINT ("FUCKINH COOLDOWN") 
				   Goto See
				Pain:
				   ARMO I 6 A_Pain
				  Goto See
			    Death:
				   TNT1 A 0
				   TNT1 A 0 A_Jump (50, "Death2")	
				   TNT1 A 0 A_Scream
				   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)
				   ARMO J 2 
				   ARMO K 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)
				   ARMO L 2 A_NoBlocking
				   ARMO M 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)
				   TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", 0, 0, 0, 0, 0, 0)
				   ARMO N 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)
				   ARMO OPQ 4 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)
                   ARMO Q 69
				   ARMO Q -1 A_BossDeath
				  Stop
				 Death2:
				   TNT1 A 0
				   TNT1 A 0 A_PlaySound ("ARTAC05", 0, 1.0, false, 0.2)
				   ARMO I 46	
				   TNT1 A 0 A_Scream
				   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)
				   ARMO J 2 
				   ARMO K 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)
				   ARMO L 2 A_NoBlocking
				   ARMO M 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)
				   TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", 0, 0, 0, 0, 0, 0)
				   ARMO N 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)
				   ARMO OPQ 4 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)
                   ARMO Q 169
				   ARMO Q -1 A_BossDeath
				  Stop
                  
	 
	      }
	 
	 
	 }
	 
	 
	 
	 
	 actor MechShell  
{
projectile
+MISSILE
+BLOODSPLATTER
Species "MOO"
+DONTHARMSPECIES
radius 3
height 3
missiletype "CSMiniMissileTrail"
missileheight 8
scale 0.45
speed 28
damage (35)
Obituary "%o is now a rocket-man!"
states
{
Spawn: 
NKS1 A 1 Bright 
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((75),130, 0 ,0,40)
TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AAAAAAAAA 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 120mmTracer 
{
Projectile
Damage (60)
+FORCEXYBILLBOARD
+DONTSPLASH
+BLOODSPLATTER 
+NOEXTREMEDEATH
Species "MOO"
radius 2
height 2
speed 60
renderstyle Add
alpha 0.9
scale .45
 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((140),256,0 ,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 WeaveMissile  
{
projectile
+MISSILE
+BLOODSPLATTER
Species "MOO"
+DONTHARMSPECIES
radius 3
height 3
missiletype "CSMiniMissileTrail"
missileheight 8
scale 0.45
speed 25
damage (25)
Obituary "%o is now a rocket-man!"
states
{
Spawn:
TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 0 A_SpawnItemEx("AverageRocketTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 0 A_Weave (random (1.0, 2.0), random (1.0, 2.0), 1.0, 1.0) 
ZMIS A 1 Bright A_Playsound ("rockfly",7,1.0,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((15),128, 0 ,0,40)
TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AA 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 ClusterGrenade
{
projectile
+MISSILE
-NOGRAVITY
+BLOODSPLATTER
+CANBOUNCEWATER
+DONTHARMSPECIES
Species "MOO" 
gravity 0.7
radius 3
height 3
speed 22
scale 0.34
damage (10)
Obituary "%o couldn't see the bloody bombs"
states
{
Spawn:
TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION) 
EBOP EFGH 1
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((30),90, 0 ,0,60)
TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AAAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("GrenadeCluster", 0, 0, random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (25, 69))  
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 GrenadeCluster
{
projectile
+MISSILE
-NOGRAVITY
+BLOODSPLATTER
+CANBOUNCEWATER
+DONTHARMSPECIES
Species "MOO" 
gravity 0.7
radius 2
height 2
speed 15
scale 0.25
damage (3)
bouncesound ""
Obituary "%o couldn't see the bloody bombs"
states
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)	
CLSB A 2 Bright
TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
CLSB B 2 Bright
TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
CLSB C 2 Bright
TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
CLSB D 2 Bright
TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
CLSB E 2 Bright
TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
CLSB F 2 Bright
TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
CLSB G 2 Bright
TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
CLSB H 2 Bright
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((6),75, 0 ,0,60)
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 ArtCoolDown : Inventory
     {
	  Inventory.MaxAmount 15 
	 }
	 
	
	
   actor ArtilExplosionFlame
{
renderstyle add
alpha 0.9
scale 2.4
projectile 
radius 1
height 1
speed 3
damage 0
+NOINTERACTION
+CLIENTSIDEONLY
states
{
Spawn:
EXP1 ABCDEFGH 1 Bright
stop
}
}

actor ArtilBoomSmoke
{
PROJECTILE
	+CLIENTSIDEONLY
	+NOINTERACTION	
	+MISSILE
	+THRUACTORS
	+DOOMBOUNCE
	Radius 1
	Height 1
	Scale 4.8
	Speed 0.69
	Renderstyle Translucent
	Alpha 0.4
	States
    {
    Spawn:  
	    TNT1 A 0
		TNT1 A 0 A_Jump(128, 2)
		TNT1 A 0 A_SetScale(-1.2, 1.2)
		TNT1 A 0
        NSMK ABCDEFGHIJKLMNOPQR 2
		Stop
}
}



actor ArtilShockwave
{
renderstyle add
alpha 0.5
scale 0.95
+NOINTERACTION
+CLIENTSIDEONLY
states
{
Spawn:
BFS7 A 1 bright A_FadeOut(0.05,1)
TNT1 A 0 A_SetScale(scalex+0.05,scaley+0.05)
loop
}
}

	 
	 