     Actor OICWStormTrooper : GenericHumanScum 
       {
	   
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 20
  DropItem "Grenade Launcher" 100
	   
  scale 1.0
  obituary "%o was neutralised by the StormTrooper with the OICW Grenade Launcher."
  health 315
  radius 15
  height 54
  Species "KNIGHT"
+DONTHARMSPECIES
  mass 100
  speed 10
  painchance 125
  SeeSound "OICWStormTrooper/See"
  PainSound "GTS/pain"
  DeathSound "GTS/Death"
  ActiveSound "OICWStormTrooper/Active"
  Tag "OICW Grenade Launcher StormTrooper"
  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(-0.04,0.04))
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
  Spawn2:
    PU07 A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUOICWStormTrooper")
	 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 ("ShotCounter", 5, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    PU07 AABBCCDD 3 A_Chase 
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    PU07 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))
	    PU07 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))
	    PU07 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
	    PU07 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)) 
	    PU07 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)) 
	    PU07 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	HORRetreat:
		TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
		PU07 AABBCCDDAABBCCDDAABBCCDD 2 A_Wander
  MissileCheck:
    TNT1 A 0   
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
    PU07 E 9 A_FaceTarget
	TNT1 A 0 A_JumpIfCloser (425, "HitORRun")
	TNT1 A 0 A_JumpIfTargetInLos ("DoubleNoRetreat", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 1699, 1200) 
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1700)
	PU07 E 8 A_FaceTarget
	TNT1 A 0 A_PlaySound ("OICWGFIR", CHAN_WEAPON)
	PU07 F 3 BRIGHT A_CustomMissile ("OICWGrenade", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (0,1))
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
	PU07 E 2 A_FaceTarget
	Goto SeeLoop+1
  HitORRun:
	PU07 E 14 A_FaceTarget
	TNT1 A 0 A_PlaySound ("OICWGFIR", CHAN_WEAPON)
	PU07 F 3 BRIGHT A_CustomMissile ("OICWGrenade", 32, 9, random (-2,2), CMF_OFFSETPITCH, random (2,3))
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInTargetLos ("HORRetreat", 5, JLOSF_DEADNOJUMP)
	PU07 E 3 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
	TNT1 A 0 A_MonsterRefire (1, "SeeLoop")
	Loop
  DoubleNoRetreat:
	PU07 E 12 A_FaceTarget
	TNT1 A 0 A_PlaySound ("OICWGFIR", CHAN_WEAPON)
	PU07 F 3 BRIGHT A_CustomMissile ("OICWGrenade", 32, 9, 0, CMF_OFFSETPITCH, random (3,5))
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
	PU07 E 14 A_FaceTarget
	TNT1 A 0 A_PlaySound ("OICWGFIR", CHAN_WEAPON)
	PU07 F 3 BRIGHT A_CustomMissile ("OICWGrenade", 32, 9, random (-3,3), CMF_OFFSETPITCH, random (3,5))
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
	TNT1 A 0 A_JumpIfInTargetLos ("HORRetreat", 5, JLOSF_DEADNOJUMP)
	PU07 E 3 A_FaceTarget
	TNT1 A 0 A_MonsterRefire (1, "SeeLoop")
	Loop
   Accuracy:
	PU07 E 17 A_FaceTarget
	TNT1 A 0 A_PlaySound ("OICWGFIR", CHAN_WEAPON)
	PU07 F 3 BRIGHT A_CustomMissile ("OICWGrenade", 32, 9, 0, CMF_OFFSETPITCH, random (5,8))
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
	PU07 E 3 A_FaceTarget
	TNT1 A 0 A_MonsterRefire (1, "SeeLoop")
	Loop
  Reload:
	TNT1 A 0
	TNT1 A 0 
    PU07 D 17 A_Playsound ("HRIFOUT")
	TNT1 A 0 A_TakeInventory ("ShotCounter", 5)
	PU07 E 20 A_Playsound ("HRIFIN")
	PU07 D 19
	Goto SeeLoop
  Pain:
    PU07 G 3
    PU07 G 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    PU07 M 5 A_Scream
    PU07 N 5 A_NoBlocking
    PU07 OP 5 
    PU07 Q 1
    PU07 R -1
    stop
  Death.WEAK:
    PU07 O 5
    PU07 P 5 A_PlaySound("Baddy/pain")
    PU07 Q 5 A_NoBlocking
    PU07 R 5
    PU07 S -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 2 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)
	PU07 RQOPNM 5
   Goto See	
  Idle:
    PU07 AA 4 A_Wander
    PU07 A 0 A_Look
    PU07 BB 4 A_Wander
    PU07 A 0 A_Look
    PU07 CC 4 A_Wander
    PU07 A 0 A_Look
    PU07 DD 4 A_Wander
    PU07 A 0 A_Look
    loop
		}	 
	}
	
	
	
	
		Actor OICWGrenade
	   {
	 projectile
	+MISSILE
	-NOGRAVITY
	+BLOODSPLATTER
	gravity 0.1
	radius 5
	height 5
	speed 30
	scale 1.07
	damage (10)
	Obituary "%o was blown up by 40mm grenade"
	states
		{
		 Spawn:
			 GREX A 3 A_SpawnItemEx ("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
			Loop
		 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((30),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 DodgeCoolDown : Inventory
		{
		 Inventory.Maxamount 10
		}