Actor MiniDrone 
{
Health 50
Monster
Radius 16
Height 56
Mass 50
Speed 14
Damage 3
BloodType "MetalSurface"
PainChance 256
Monster
+FLOAT
+NOGRAVITY
+NOBLOODDECALS
+MISSILEMORE
-DONTFALL
+NOICEDEATH
PainSound ""
Seesound "MINDRSE"
DeathSound "misc/boom"
ActiveSound ""
Obituary "%o have unboxed the can with MASLEENAS" 
States
     {
	  Spawn:
	      SECH A 1 A_Look
		  Loop
	  See:
		  SECH A 20
	  SeeLoop:	  
          TNT1 A 0 A_PlaySound ("MINDRAC", 6, 1.0, true)
	      TNT1 A 0 A_SentinelBob
	      SECH AA 1 A_Chase
		  Loop
	  Missile:
          TNT1 A 0 A_PlaySound ("MINDRAC", 6, 1.0, true)
		  TNT1 A 0 A_JumpIfInventory ("MSMGCooling", 20, "Cooling") 	 
	      SECH A 7 A_FaceTarget
	  MissileLoop:
		  TNT1 A 0 A_PlaySound ("MINDRAC", 6, 1.0, true)
		  TNT1 A 0 A_JumpIfInventory ("MSMGCooling", 20, "Cooling")
	      TNT1 A 0 A_SentinelBob
	      TNT1 A 0 A_PlaySound ("HL2SMG1F")
		  TNT1 A 0 A_PlaySound ("HESMGFF", 6, 0.5, 0)
		  TNT1 A 0 A_CustomMissile ("MSMGTracer", 15, 0, random (-2,2))
	      SECH BC 2 Bright 
		  TNT1 A 0 A_GiveInventory ("MSMGCooling", 1)
		  TNT1 A 0 A_CposRefire
		  Loop
	  Cooling:
		  TNT1 A 0
		  TNT1 A 0 A_PlaySound ("MINDRAC", 6, 1.0, true)	
		  TNT1 A 0 A_JumpIfInventory ("MSMGCooling", 1, 1)
         Goto SeeLoop
		  TNT1 A 0 A_SentinelBob	
		  SECH A 2 
		  TNT1 A 0 A_TakeInventory ("MSMGCooling", 1)
		  TNT1 A 0	
		 Loop	 
	  Death:
	      TNT1 A 0 A_StopSound (6)
	      TNT1 A 0 A_SpawnItemEx ("TinCanExplosion", random (-1,20), random (-1,20), random (-1,20), 0, 0, 0)
		  TNT1 AAAAAA 0 A_CustomMissile ("CrapMetal", random (-4,4), random (-4,4), random (-360,360), CMF_OffSetPitch | CMF_AIMDIRECTION, random (30,90))
          TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)   
	      SECH DE 2 A_Scream
		  TNT1 A 0 A_SpawnItemEx ("TinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
		  SECH FG 5 A_NoBlocking
		  TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)	
		  SECH IH 5
		  TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
		  SECH J -1
		  Stop
		  }
		  
} 



  Actor MSMGTracer 
{
Projectile
Damage (2)
+FORCEXYBILLBOARD
+SKYEXPLODE
+DONTSPLASH
+BLOODSPLATTER  
+NOEXTREMEDEATH
radius 2
height 2
speed 20
renderstyle Add
alpha 0.9
scale .15
 States
     {
	  Spawn:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("PotentialProjectileHider", 0,0,0)
	  Spawn2:
	    TRAC A 1 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true, 2.0)
		Loop
	  Crash:	
	  Death:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ProjectileIsDead", 0,0,0)
	    TNT1 A 0 A_Playsound ("Bullet/Impact")
		TNT1 A 0 A_Jump (100, "D2")
		FX57 CDEFGHI 1 BRIGHT
		Stop
	  D2:
	    FX58 CDEFGHI 1 BRIGHT
		Stop
      XDeath:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ProjectileIsDead", 0,0,0)
		TNT1 A 1
		Stop	
	 }
}


 Actor MSMGCooling : Inventory
	{
	 Inventory.Maxamount 20
	}			