Actor HeavyTacticalTrooper : GenericHumanScum  
    {
  scale 1.0
  obituary "%o was unconventionally neutralised by the Heavy Tactical Trooper"
  health 330
  radius 15
  height 54
  mass 100
  speed 10
  Species "Mancucu"
+DONTHARMSPECIES
  painchance 150
  SeeSound "USNSolly6/See"
  PainSound "USNSolly6/pain"
  DeathSound "USNSolly6/Death"
  ActiveSound "USNSolly6/Active"
  Tag "Heavy Tactical Trooper"
  +BOSSDEATH
  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:
    UTHR A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUUSNSolly6")
	 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 ("AKShotCounter", 40, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    UTHR AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 40, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    UTHR 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))
	    UTHR 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))
	    UTHR 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
	    UTHR 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)) 
	    UTHR 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)) 
	    UTHR AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
  AlphaBravo:
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 40, "Reload")
    UTHR E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	UTHR E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	UTHR E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
	TNT1 A 0 A_Jump (1, "SeeLoop")
   Loop
  MissileAmbush:
    UTHR EE 4 A_FaceTarget  
  MissileCheck:
	TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
	TNT1 A 0 A_Jump (225, "40mmCheck")
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
    UTHR E 12 A_FaceTarget
	TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
	TNT1 A 0 A_TakeInventory ("ShotCounter", 8)
	TNT1 A 0 A_JumpIfTargetInLos ("Closequarters", 0, JLOSF_DEADNOJUMP, 475)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1000)
  MissileLoop:
    UTHR E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("MRDMRFIR")
	TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
	UTHR F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9, random (-1,1))
    TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 40, "Reload")
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 8, "MissileEvade")
    TNT1 A 0 A_FaceTarget
	UTHR E 2 A_MonsterRefire (2, "AlphaBravo")
   Loop
  MissileEvade:
    TNT1 A 0 A_TakeInventory ("ShotCounter", 8)
    UTHR E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("MRDMRFIR")
	TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
	UTHR F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9, random (-1,1))
    TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 40, "Reload")
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_JumpIfInTargetLos ("Evade", 3)
	UTHR E 2 A_MonsterRefire (2, "AlphaBravo")
   Loop
  CloseQuarters:
    UTHR E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("MRDMRFIR")
	TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
	UTHR F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9, random (-1,1))
    TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 40, "Reload")
	UTHR E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("MRDMRFIR")
	TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
	UTHR F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9, random (-2,2))
    TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 40, "Reload")
	UTHR E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("MRDMRFIR")
	TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
	UTHR F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9, random (-3,3))
    TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 40, "Reload")
	UTHR E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("MRDMRFIR")
	TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
	UTHR F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9, random (-4,4))
    TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 40, "Reload")
   Goto SeeLoop
  LongRange:
    UTHR E 20 A_FaceTarget
    TNT1 A 0 A_PlaySound ("MRDMRFIR")
	TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
	UTHR F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9)
    TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 40, "Reload")
	UTHR E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("MRDMRFIR")
	TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
	UTHR F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9, random (-1,1))
    TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 40, "Reload")
	TNT1 A 0 A_MonsterRefire (2, "AlphaBravo")
	UTHR E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("MRDMRFIR")
	TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
	UTHR F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9, random (-2,2))
    TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 40, "Reload")
	UTHR E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("MRDMRFIR")
	TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
	UTHR F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9, random (-2,2))
    TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 40, "Reload")
   Goto Long40mmCheck
	Evade:
		TNT1 A 0
		TNT1 A 0 A_Jump (255, "DodgeLeft", "Dodgeright", "DodgeLeftB", "DodgeRightB")
  40mmCheck:
	TNT1 A 0
    TNT1 A 0 A_JumpIfTargetInLos ("40mm", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 900, 400)
	TNT1 A 0 A_JumpIfTargetInLos ("Suppress40mm", 15, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 1350, 901)
	TNT1 A 0 A_JumpIfTargetInLos ("Long40mm", 15, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1201)
	Goto MissileCheck+1
  40mm:
    UTHR E 12 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GLFIR", CHAN_WEAPON)
	UTHR F 2 BRIGHT A_CustomMissile ("ClusterGrenade40mm", 42, 8, random (-3,3), CMF_OFFSETPITCH, random (2, 4))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 2)
	Goto SeeLoop
  Suppress40mm:
	UTHR E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GLFIR", CHAN_WEAPON)
	UTHR F 3 BRIGHT A_CustomMissile ("ClusterGrenade40mm", 42, 8, random (-3,3), CMF_OFFSETPITCH, random (6,9))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 2)
	Goto Seeloop
  Long40mmCheck:
    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, "SeeLoop")	
  Long40mm:
	UTHR E 35 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GLFIR", CHAN_WEAPON)
	UTHR F 3 BRIGHT A_CustomMissile ("ClusterGrenade40mm", 42, 8, random (-3,3), CMF_OFFSETPITCH, random (16,18))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 2)
	Goto SeeLoop	
  Reload:
    UTHR E 15 A_PlaySound ("HRIFOUT")
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 40)
	UTHR D 29 A_PlaySound ("HRIFIN")
	UTHR E 15
	Goto SeeLoop
  Pain:
    UTHR H 3
    UTHR H 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    UTHR I 5 A_Scream
    UTHR J 5
    UTHR K 5 A_NoBlocking
    UTHR L 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    UTHR M 3
	UTHR N-1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 3 A_XScream
    PGIB A 2 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)
	UTHR NMLKJI 5
   Goto See	
  Idle:
    UTHR AA 4 A_Wander
    UTHR A 0 A_Look
    UTHR BB 4 A_Wander
    UTHR A 0 A_Look
    UTHR CC 4 A_Wander
    UTHR A 0 A_Look
    UTHR DD 4 A_Wander
    UTHR A 0 A_Look
    loop
  }
}


	Actor ClusterGrenade40mm
   {
	 projectile
	+MISSILE
	-NOGRAVITY
	+BLOODSPLATTER
	gravity 0.25
	radius 5
	height 5
	speed 30
	scale 0.3
	damage (6)
	Obituary "%o was blown up by the unconventional 40mm grenade"
	states
		{
		 Spawn:
			 NGLP C 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((20),60, 0 ,0,60)
			 TNT1 AAAA 0 A_CustomMissile ("40mmGrenadeCluster", 0, 0, random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (25, 69)) 
			 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 40mmGrenadeCluster
{
	projectile
	+MISSILE
	-NOGRAVITY
	+BLOODSPLATTER
	+CANBOUNCEWATER
	+DONTHARMSPECIES
	Species "MOO" 
	gravity 0.7
	radius 2
	height 2
	speed 15
	scale 0.25
	damage (3)
	bouncesound ""
	Obituary "%o couldn't see the bloody bombs"
	states
	{
	Spawn:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)	
	CLSB A 2 Bright
	TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	CLSB B 2 Bright
	TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	CLSB C 2 Bright
	TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	CLSB D 2 Bright
	TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	CLSB E 2 Bright
	TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	CLSB F 2 Bright
	TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	CLSB G 2 Bright
	TNT1 A 0 A_SpawnItemEx("CSMiniMissileTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	CLSB H 2 Bright
	loop
	Death:
	TNT1 A 0
	TNT1 A 0 A_PlaySound("misc/boom",0)
	TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
	TNT1 A 0 A_Explode((6),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
	}
}