      Actor HeavyIncendiaryShotgunner : GenericHumanScum       
	  {
 	  
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 7
  DropItem "Assault Shotgun", 255
	  
  Health 300
  Radius 20
  Height 56
  Mass 100
  Speed 11
  PainChance 100
  Monster
  MinMissileChance 88
  +NODROPOFF
  +BOSSDEATH
  MaxDropOffHeight 69
  Species "MANCUCU"
  +DONTHARMSPECIES
  +FLOORCLIP
  SeeSound "IncendiaryShotgunner/See"
  PainSound "IncendiaryShotgunner/pain"
  DeathSound "IncendiaryShotgunner/death"
  ActiveSound "IncendiaryShotgunner/active"
  Tag "Heavy Incendiary Shotgunner"
  Obituary "%o got too much warmth from the Heavy Incendiary Shotgunner"
  DropItem "Shotgun", 24
  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:
    ASHG A 10 A_Look
    Loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUIncendiaryShotgunner")
	 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 ("ShotgunShotCounter", 9, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    ASHG AABBCCDD 3 A_Chase
    Loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 9, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    ASHG 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))
	    ASHG 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))
	    ASHG 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
	    ASHG 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)) 
	    ASHG 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)) 
	    ASHG AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	Evade:
	   TNT1 A 0
	   ASHG AABBCCDDAABBCCDDAABBCCDD 2 A_Wander
	   TNT1 A 0 A_Jump (256, "DodgeLeft","DodgeRight", "DodgeLeftF","DodgeRightF", "DodgeLeftB","DodgeRightB")
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 30, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  AlphaBravo:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 9, "Reload")
    ASHC E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	ASHC E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	ASHC E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	TNT1 A 0 A_Jump (2, "SeeLoop")
   Loop
  MissileAmbush:
    TNT1 A 0 A_JumpIfTargetInLos ("AccurateShot", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
	ASHG E 8 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 500)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
	TNT1 A 0 A_PlaySound ("INHESHFI", CHAN_WEAPON)
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-3,3), CMF_OFFSETPITCH, random (-1, 0))
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-3,3), CMF_OFFSETPITCH, random (0, 1))
	ASHG F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 9, "Reload")
	Goto SeeLoop
  Missile:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 9, "Reload")
    ASHG E 14 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 500)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
	TNT1 A 0 A_PlaySound ("INHESHFI", CHAN_WEAPON)
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-6,6), CMF_OFFSETPITCH, random (-3, 0))
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-6,6), CMF_OFFSETPITCH, random (0, 3))
	ASHG F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 9, "Reload")
	TNT1 A 0 A_CheckSight ("AlphaBravo")
	ASHG E 12 A_FaceTarget
	TNT1 A 0 A_PlaySound ("INHESHFI", CHAN_WEAPON)
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-9,9), CMF_OFFSETPITCH, random (-4, 0))
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-9,9), CMF_OFFSETPITCH, random (0, 4))
	ASHG F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 9, "Reload")
	TNT1 A 0 A_JumpIfInTargetLos ("EvasiveFire", 10, JLOSF_DEADNOJUMP) 
	ASHG E 12 A_FaceTarget
	TNT1 A 0 A_PlaySound ("INHESHFI", CHAN_WEAPON)
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 AAAAA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-12,12), CMF_OFFSETPITCH, random (-2, 4))
	ASHG F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 9, "Reload")
	TNT1 A 0 A_CheckSight ("AlphaBravo")
   Goto SeeLoop
  Evasivefire:
    TNT1 A 0 A_Jump (150, "EvasiveFireRight")
    ASHG AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
    ASHG E 9 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 500)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
	TNT1 A 0 A_PlaySound ("INHESHFI", CHAN_WEAPON)
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (-1, 2))
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (0, 4))
	ASHG F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 9, "Reload")
	ASHG AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
    ASHG E 9 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 500)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
	TNT1 A 0 A_PlaySound ("INHESHFI", CHAN_WEAPON)
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-10,10), CMF_OFFSETPITCH, random (-1, 2))
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-10,10), CMF_OFFSETPITCH, random (0, 4))
	ASHG F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 9, "Reload")
   Goto Evade
  EvasivefireRight:
    ASHG AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
    ASHG E 9 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 500)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
	TNT1 A 0 A_PlaySound ("INHESHFI", CHAN_WEAPON)
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (-1, 2))
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-8,8), CMF_OFFSETPITCH, random (0, 4))
	ASHG F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 9, "Reload")
	ASHG AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
    ASHG E 9 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 500)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
	TNT1 A 0 A_PlaySound ("INHESHFI", CHAN_WEAPON)
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-10,10), CMF_OFFSETPITCH, random (-1, 2))
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-10,10), CMF_OFFSETPITCH, random (0, 4))
	ASHG F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 9, "Reload")
   Goto Evade 
  CloseQuarters:
    ASHG E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("INHESHFI", CHAN_WEAPON)
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-9,9), CMF_OFFSETPITCH, random (-4, 0))
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-9,9), CMF_OFFSETPITCH, random (0, 4))
	ASHG F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 9, "Reload")
	ASHG E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("INHESHFI", CHAN_WEAPON)
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-12,12), CMF_OFFSETPITCH, random (-4, 0))
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-12,12), CMF_OFFSETPITCH, random (0, 4))
	ASHG F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 9, "Reload")
	Goto Evade
  LongRange:
    ASHG E 8 A_FaceTarget
	TNT1 A 0 A_Jump (135, "AccurateShot")
	ASHG E 8 A_FaceTarget
	TNT1 A 0 A_PlaySound ("INHESHFI", CHAN_WEAPON)
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-5,5), CMF_OFFSETPITCH, random (-4,0))
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9, random (-5,5), CMF_OFFSETPITCH, random (0,4))
	ASHG F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 9, "Reload")
	Goto SeeLoop
  AccurateShot:
    ASHC H 12 A_FaceTarget
	TNT1 A 0 A_PlaySound ("INHESHFI", CHAN_WEAPON)
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("HeavyIncShotgunTracer", 32, 9)
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 29, 9, random (-3,3))
	TNT1 AA 0 A_CustomMissile ("HeavyIncShotgunTracer", 29, 9, random (-3,3))
	ACHC I 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 9, "Reload")
   Goto Evade	
  Reload:
    ASHG E 12
	ASHG DE 35 A_PlaySound ("ASGOUT")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 9)
	ASHG DE 12 A_PlaySound ("ASGIN")
	Goto SeeLoop
  Pain:
    ASHG G 3
    ASHG G 3 A_Pain
    Goto SeeLoop
  Death:
    ASHG H 5
    ASHG I 5 A_Scream
    ASHG J 5 A_NoBlocking
    ASHG K 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    ASHG L -1
    Stop
  XDeath:
    ASHG M 2
    ASHG N 1 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	ASHG O 5 A_XScream
	ASHG P 5 A_NoBlocking
	ASHG RST 3
	ASHG U -1
	Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    ASHG L 5
    ASHG KJIH 5
    Goto See
     }

}




	Actor HeavyIncShotgunTracer 
     {
Projectile
Damage (4)
Damagetype "Fire"
+FORCEXYBILLBOARD
+DONTSPLASH
+BLOODSPLATTER 
+NOEXTREMEDEATH
radius 2
height 2
speed 20
renderstyle Add
alpha 0.9
scale .45
 States
     {
	  Spawn:
	    TNT1 A 0 A_SpawnItemEx ("ImmolatorTracerTrail", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("FakeFlameCloud", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Explode ((2), 30)
	    TRAC A 1 BRIGHT A_SpawnItemEx ("CobraIncTracerTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
		Loop
	  Death:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("MINIEX",0)
        TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
		TNT1 A 0 A_Explode((8),60,0 ,0,40)
		TNT1 AAAA 0 A_SpawnItemEx ("CobraSparxBurst", 0, random (-3,3), random (0,4), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 Bright A_SpawnItemEx ("CobraSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("CobraPyroFlare", 0,0,0,0,0,0)
		TNT1 A 0 Bright A_SpawnItemEx ("LittleIncExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 Bright A_SpawnItemEx ("LittleExpFlameCloud", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
        TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 1 Radius_Quake (2,4,0,7,0)
        TNT1 A 20
      stop	
	 }
  }			
	
	
	
	
	
	
	Actor LittleIncExplosion  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.5
			   Speed 4
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    REXP ABCDEFGHIJKLMNOPQRS 1 Bright
						  Stop	
					   }
				}
				
				

   Actor LittleExpFlameCloud  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 1.25
			   Speed 2
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT
						  Stop	
					   }
				}