    Actor Heavyflamer 
{

  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 20
  DropItem "Demon Tech Rifle", 170
 
Health 325
Monster
Radius 20
Height 56
Speed 10
+BOSSDEATH
PainChance 125
+NODROPOFF
MaxDropOffHeight 69
Translation "160:167=80:111", "160:160=215:215", "161:161=215:215"
Species "MANCUCU"
+DONTHARMSPECIES
SeeSound "HeavyFlamer/See"
ActiveSound "HeavyFlamer/Active"
PainSound "IncGrener/Pain"
DeathSound "IncGrener/Death"
scale 1.0
Obituary "%o' played dodgeball with the heavy flamer."
//+DROPOFF
  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(-0.08,0.08)) 
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
  Spawn2:	
	BRU7 H 10 A_Look
	loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUHeavyFlamer")
	 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_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	 BRU7 AABBCCDD 3 A_Chase 
	Loop
   MissileCheck:
	TNT1 A 0 A_JumpIfTargetInLos ("Missile", 50)
	Goto SeeLoop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    BRU7 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		TNT1 A 0 A_Jump (50, "DodgeRight")
		Goto SeeLoop+2
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    BRU7 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		Goto SeeLoop+2
    DodgeLeftB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (3,8))
	    BRU7 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		Goto SeeLoop+2
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    BRU7 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+2
	DodgeRightF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (-8,-3)) 
	    BRU7 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+2
	DodgeRightB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (3,8)) 
	    BRU7 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+2			
	Missile:
	    BRU7 E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound ("LFLAMFIR")
		BRU7 F 3 A_CustomMissile ("HeavyFlamerFireball", 38, 9, 0)
		BRU7 E 8 A_FaceTarget
		TNT1 A 0 A_PlaySound ("LFLAMFIR")
		BRU7 F 3 A_CustomMissile ("HeavyFlamerFireball", 38, 9, random (-4,-2))
		BRU7 E 8 A_FaceTarget
		TNT1 A 0 A_PlaySound ("LFLAMFIR")
		BRU7 F 3 A_CustomMissile ("HeavyFlamerFireball", 38, 9, random (2,4))
		BRU7 E 8 A_FaceTarget
		TNT1 A 0 A_PlaySound ("LFLAMFIR")
		BRU7 F 3 A_CustomMissile ("HeavyFlamerFireball", 38, 9, random (-6,-4))
		BRU7 E 8 A_FaceTarget
		TNT1 A 0 A_PlaySound ("LFLAMFIR")
		BRU7 F 3 A_CustomMissile ("HeavyFlamerFireball", 38, 9, random (4,6))
		BRU7 E 8 A_FaceTarget
		TNT1 A 0 A_PlaySound ("LFLAMFIR")
		BRU7 F 3 A_CustomMissile ("HeavyFlamerFireball", 38, 9, 0)
		BRU7 E 10 A_FaceTarget
		TNT1 A 0 A_PlaySound ("LFLAMFIR")
		BRU7 F 3 A_CustomMissile ("HeavyFlamerFireball", 38, 9, random(-3,3))
		BRU7 E 11 A_FaceTarget
		TNT1 A 0 A_PlaySound ("LFLAMFIR")
		BRU7 F 3 A_CustomMissile ("HeavyFlamerFireball", 38, 9, random(-5,5))
		BRU7 E 12 A_FaceTarget
		TNT1 A 0 A_PlaySound ("LFLAMFIR")
		BRU7 F 3 A_CustomMissile ("HeavyFlamerFireball", 38, 9, 0)
	   Goto SeeLoop	
 Pain:
	BRU7 H 3
	BRU7 H 3 A_Pain
	Goto SeeLoop
 Death:
	BRU7 I 2
	BRU7 I 3 A_Scream
	BRU7 J 5 A_NoBlocking
	BRU7 K 5
	BRU7 L 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
	BRU7 M -1
	Stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 5
    PGIB B 5 A_XScream
    PGIB C 5 A_NoBlocking
    PGIB D 3
    PGIB E -1
    Stop
Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	BRU7 MLKJI 5
   Goto See	
    }
}	



		Actor HeavyFlamerFireball
      {
	      Radius 6
          Height 8
		  Speed 14
		  Scale 0.25
		  FastSpeed 14
		  Damage (25)
		  DamageType Fire	
		  Projectile
		  +DOOMBOUNCE
		  BounceCount 2
		  BounceFactor 3	
		  RenderStyle Normal
		  SeeSound "LFLMLOOP"
		  DeathSound "LFLMBOOM"
		  States
		  {
		  Spawn:
			TNT1 AA 0 A_SpawnItemEx("IncJTBallTrail",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION)	
			TGBL A 1 Bright A_SpawnItemEx ("HeavyFlamerFlare", 0, 0, 0, 0, 0, 0)  
 			Loop
		  Death:
			TNT1 AAA 0 A_SpawnItemEx ("AssSmoke2", 0, 0, 0)
			TNT1 A 0 A_Explode ((8),40)
		    TNT1 A 0 A_SpawnItemEx ("RedPBKabeem", 0,0,0,0,0,0)
			Stop
			  }
           }	
	


		