Actor USNMiniBomberDrone 
{
Health 69
Monster
Radius 16
Height 56
Mass 50
Scale 0.82
Speed 12
BloodType "MetalSurface"
PainChance 0
Damage (9)
Monster
+FLOAT
+NOGRAVITY
+NOBLOODDECALS
Translation "64:79=5:8", "128:151=5:8", "152:159=5:8", "96:96=6:6", "112:127=9:12", "16:47=5:8", "160:167=106:106", "250:255=107:107"
+MISSILEMORE
-DONTFALL
+NOICEDEATH
PainSound ""
Seesound "MINDRSE"
DeathSound "misc/boom"
ActiveSound ""
Obituary "%o got a little piece of democracy from the USN Mini Bomber Drone" 
States
     {
	  Spawn:
	      TNT1 A 0 A_JumpIfInventory ("ArtCoolDown", 1, "SpawnNoBomb")
	      TNT1 A 0 A_SentinelBob
	      QUSB A 4 A_Look
		  Loop
	  SpawnNoBomb:
	      TNT1 A 0 A_SentinelBob
	      QUSB BBBB 1 A_Look
		 Loop 
	  See:
		  TNT1 A 0
		  TNT1 A 0 A_PlaySound ("DRONLOOP", 6, 1.0, true)
		  TNT1 A 0 ThrustThingZ (0,random (6,9),0,0)
		  TNT1 A 0 A_JumpIfInventory ("ArtCoolDown", 1, "SeeNoBomb")
		  QUSB A random (4,7) 
	  SeeLoop:
	      TNT1 A 0 A_JumpIfInventory ("ArtCoolDown", 1, "SeeNoBomb")
	      TNT1 A 0 A_SentinelBob
	      QUSB AAAA 1 A_Chase
		  Loop
	  SeeNoBomb:
	      TNT1 A 0 A_SentinelBob
	      QUSB BBBB 3 A_Chase ("","Ram")
		 Loop   
	  Missile: 	 
	     TNT1 A 0
		 TNT1 A 0 A_JumpIfTargetInLos ("Bombing", 0, JLOSF_DEADNOJUMP, 200)
		Goto SeeLoop  
	  Bombing:	 
		 TNT1 A 0 A_Stop
		 TNT1 A 0 ThrustThingZ (0, random (12,20), 0, 0)
		 QUSB A 14 A_FaceTarget
		 QUSB AAAA 1 A_Recoil (random (-3,-2))
		 TNT1 A 0 A_FaceTarget
		 //QUSB A 5
		 TNT1 A 0 A_FaceTarget
		 QUSB AAAAA 1 A_Recoil (random (-3,-2))
		 QUSB A 5 A_CustomMissile ("AerialBomb", 0, 0)
		 TNT1 A 0 A_GiveInventory ("ArtCoolDown", 2)
		Goto SeeNoBomb
	   Ram:
	     QUSB BBBB 2 A_FaceTarget
         QUSB BBBB 1  A_SkullAttack 
         QUSB BBBB 1
       goto Ram+2
	  Death:
	      TNT1 A 0 A_StopSound (6)
		  TNT1 A 0 A_StopSound (CHAN_VOICE)
		  TNT1 A 0 A_JumpIfInventory ("ArtCoolDown", 2, "D2")
	      TNT1 A 0 A_SpawnItemEx ("TacticoolJetPackerExplosion", random (-1,20), random (10,20), random (10,20), 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)   
	      QUSB A 2 A_Scream
		  TNT1 A 0 A_SpawnItemEx ("TinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
		  QUSB A 2 A_NoBlocking
		  TNT1 A 0 A_SpawnItemEx ("TacticoolJetPackerExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)	
		  QUSB A 5
		  TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
		  TNt1 A 1
		  Stop
	    D2:
	      TNT1 A 0 A_StopSound (6)
		  TNT1 A 0 A_StopSound (CHAN_VOICE)
	      TNT1 A 0 A_SpawnItemEx ("TacticoolJetPackerExplosion", random (-1,20), random (10,20), random (10,20), 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)   
	      QUSB B 2 A_Scream
		  TNT1 A 0 A_SpawnItemEx ("TinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
		  QUSB B 2 A_NoBlocking
		  TNT1 A 0 A_SpawnItemEx ("TacticoolJetPackerExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)	
		  QUSB B 5
		  TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", random (-1,2), random (-1,2), random (-1,20), 0, 0, 0)
		  TNt1 A 1
		  Stop
		  
		  }
		  
} 



		
		
		Actor DroneDropedBomb : Inventory
			{
			 Inventory.MaxAmount 1
			}
	


  