    Actor IncendiaryGrenadier replaces Fatso 
{


//-----------------------------------COMPLEX DOOM COMPATIBILITY DROPS----------------------------------------------
  
  
  DropItem "WeaponUpgradeBox" 20
  DropItem "Grenade Launcher" 70


Health 350
Monster
Radius 20
Height 56
Speed 11
PainChance 125
//Translation "112:127=118:127"
Translation "112:114=102:104", "115:115=3:3", "116:122=105:111", "123:126=5:8", "127:127=0:0"
Species "MANCUCU"
+NODROPOFF
+BOSSDEATH
MaxDropoffHeight 69
MinMissileChance 88
+DONTHARMSPECIES
SeeSound "IncGrener/See"
ActiveSound "IncGrener/Active"
PainSound "IncGrener/Pain"
DeathSound "IncGrener/Death"
scale 1.0
Obituary "%o' got hot after being shot by the Incendiary Grenadier."
//+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:	
	BRU2 A 10 A_Look
	loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUIncGrener")
	 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")
	 BRU2 AABBCCDD 3 A_Chase 
	Loop
   MissileCheck:
	TNT1 A 0 A_JumpIfTargetInLos ("Missile", 50)
	Goto SeeLoop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    BRU2 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))
	    BRU2 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))
	    BRU2 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
	    BRU2 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)) 
	    BRU2 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)) 
	    BRU2 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+2			
 Missile:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory ("GrenadeShotCounter", 6, "Reload")
	BRU2 E 15 A_FaceTarget
	TNT1 A 0 A_JumpIfcloser (400, "DoubleShot")
	TNT1 A 0 A_JumpIfTargetInLos ("Barrage", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1700)
	TNT1 A 0 A_JumpIfTargetInLos ("3High", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 1699, 1200) 	
	TNT1 A 0 A_PlaySound ("SOVIUBGL", CHAN_WEAPON)
	BRU2 F 4 Bright A_CustomMissile ("IncendiaryGrenade40mm", 32, 9, random (-4,-2), CMF_OFFSETPITCH, random (1,2))
	TNT1 A 0 A_GiveInventory ("GrenadeShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("GrenadeShotCounter", 6, "Reload") 	
	BRU2 E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SOVIUBGL", CHAN_WEAPON)
	BRU2 F 4 Bright A_CustomMissile ("IncendiaryGrenade40mm", 32, 9, 0, CMF_OFFSETPITCH, random (1,2))
	TNT1 A 0 A_GiveInventory ("GrenadeShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("GrenadeShotCounter", 6, "Reload")	
	BRU2 E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SOVIUBGL", CHAN_WEAPON)
	BRU2 F 4 Bright A_CustomMissile ("IncendiaryGrenade40mm", 32, 9, random (2,4), CMF_OFFSETPITCH, random (1,2))
	TNT1 A 0 A_GiveInventory ("GrenadeShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("GrenadeShotCounter", 6, "Reload")	
	Goto SeeLoop
 DoubleShot:
	BRU2 E 6 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SOVIUBGL", CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile ("IncendiaryGrenade40mm", 32, 9, random (-4,0), CMF_OFFSETPITCH, random (0,2))
	TNT1 A 0 A_GiveInventory ("GrenadeShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("GrenadeShotCounter", 6, "Reload")
	BRU2 F 4 Bright
	BRU2 E 6 A_FaceTarget	
	TNT1 A 0 A_PlaySound ("SOVIUBGL", CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile ("IncendiaryGrenade40mm", 32, 9, random (0,4), CMF_OFFSETPITCH, random (0,2))
	TNT1 A 0 A_GiveInventory ("GrenadeShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("GrenadeShotCounter", 6, "Reload")
	BRU2 F 4 Bright	
	Goto Seeloop
 3High:
	TNT1 A 0 A_PlaySound ("SOVIUBGL", CHAN_WEAPON)
	BRU2 F 4 Bright A_CustomMissile ("IncendiaryGrenade40mm", 32, 9, random (-4,-2), CMF_OFFSETPITCH, random (3,5))
	TNT1 A 0 A_GiveInventory ("GrenadeShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("GrenadeShotCounter", 6, "Reload")	
	BRU2 E 8 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SOVIUBGL", CHAN_WEAPON)
	BRU2 F 4 Bright A_CustomMissile ("IncendiaryGrenade40mm", 32, 9, 0, CMF_OFFSETPITCH, random (3,5))
	TNT1 A 0 A_GiveInventory ("GrenadeShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("GrenadeShotCounter", 6, "Reload")	
	BRU2 E 8 A_FaceTarget
	TNT1 A 0 A_PlaySound ("SOVIUBGL", CHAN_WEAPON)
	BRU2 F 4 Bright A_CustomMissile ("IncendiaryGrenade40mm", 32, 9, random (2,4), CMF_OFFSETPITCH, random (3,5))
	TNT1 A 0 A_GiveInventory ("GrenadeShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("GrenadeShotCounter", 6, "Reload")	
	Goto SeeLoop	
 Barrage:
	BRU2 E 12 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("SOVIUBGL", CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile ("IncendiaryGrenade40mm", 32, 9, random (-4,4), CMF_OFFSETPITCH, random (6, 15))
	TNT1 A 0 A_GiveInventory ("GrenadeShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("GrenadeShotCounter", 6, "Reload")
	BRU2 F 4 Bright A_FaceTarget
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
   Loop	
	 Reload:
		BRU2 D 18 A_PlaySound ("HWEPOPN")
		BRU2 E 12 A_PlaySound ("GRNDIN")
		BRU2 DE 7 A_PlaySound ("GRNDIN")
		BRU2 DE 7 A_PlaySound ("GRNDIN")
		BRU2 DE 7 A_PlaySound ("GRNDIN")
		BRU2 DE 7 A_PlaySound ("GRNDIN")
		BRU2 DE 7 A_PlaySound ("GRNDIN")
		TNT1 A 0 A_TakeInventory ("GrenadeShotCounter", 6)
		BRU2 D 16 A_PlaySound ("M60Clos")
	Goto SeeLoop			
 Pain:
	BRU2 H 3
	BRU2 H 3 A_Pain
	Goto SeeLoop
 Death:
	BRU2 I 2
	BRU2 I 3 A_Scream
	BRU2 J 5 A_NoBlocking
	BRU2 K 5
	BRU2 L 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
	BRU2 M -1
	Stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    BRU2 T 5
    BRU2 U 5 A_XScream
    BRU2 V 5 A_NoBlocking
    BRU2 WXY 3
    BRU2 Z -1
    Stop
Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	BRU2 MLKJI 5
   Goto See	
    }
}	



		Actor IncendiaryGrenade40mm
	   {
		 projectile
		+MISSILE
		-NOGRAVITY
		+BLOODSPLATTER
		DamageType Fire
		gravity 0.1
		radius 5
		height 5
		speed 30
		scale 0.28
		damage (10)
		Obituary "%o was blown up by 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((30),85, 0 ,0,60)
				 TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
				 TNT1 AAAAAA 0 A_CustomMissile ("LittleExplosionFlameCloud", random (1,6), random (-5,5), random (0, 360), 2, random (0, 360))
				 TNT1 A 0 A_SpawnItemEx ("CobraIncExplosion", 0,0,0,0,0,0)
				 TNT1 A 0 A_SpawnItemEx("SparxExplosion",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
				 TNT1 AA 0 A_CustomMissile ("IGLFlame", 0, 0, random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (5, 69))  	
				 TNT1 AAAA 0 A_CustomMissile ("SmallPyroRedCluster", 0, 0, random (-360,360), CMF_OFFSETPITCH | CMF_AIMDIRECTION, random (25, 69)) 
				 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 2
	stop
		 }
	   
	}
	


			Actor SmallPyroRedCluster 
					{
					  gravity 0.4
					  Projectile
					  Damage (4)
					  +Missile
					  DamageType Fire
					  BounceCount 3
					  BounceFactor 0.5
					  radius 2
					  height 2
					  speed 7
					  -NOGRAVITY
					  +BLOODSPLATTER
					  +CANBOUNCEWATER
					  +DONTHARMSPECIES
					  +DOOMBOUNCE
					  RenderStyle Add
					  Scale 0.18
					  DeathSound "FWOOSH"	
					  States
							{
							Spawn:
								TNT1 A 0
								TNT1 A 0 A_SpawnItemEx("AssSmoke2",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)	
								FLAR B 5 Bright
								loop
							Death:
								TNT1 A 0
								TNT1 A 0 A_Explode((5),50, 0 ,0,60)
								TNT1 A 0 A_SpawnItemEx ("RedPBKabeem", 0,0,0,0,0,0)
								TNT1 A 0 A_SpawnItemEx ("IGLFlame", 0, 0, 0, 0, 0, 0)
								TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
								TNT1 A 20
								stop
							}
					}




			Actor SparxExplosion  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.9
			   Speed 0
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    SPKS ABCDEF 1 BRIGHT
							SPKS GHI 1 BRIGHT A_FadeOut (0.2)
						  Stop	
					   }
				}	
		  

			Actor IGLFlame
			{
				//Projectile
				DamageType Fire
				//Damage (1)
				Radius 1
				Height 1
				RenderStyle Add
				Gravity 1.0
				//+Ripper
				-NOGRAVITY
				+NOBLOCKMAP
				+NOTELEPORT
				+DONTHARMSPECIES
				+NODAMAGETHRUST
				+DONTSPLASH
				+FLOORCLIP
				BounceCount 69
				BounceFactor 0
			    +THRUACTORS
				//+DOOMBOUNCE
				Reactiontime 10
				Speed 2
				States
				  {
				 Spawn:
					 TNT1 A 0	
					 TNT1 A 0 A_Playsound ("FIRESML", 6, 1.0, true)
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_AIMOFFSET, random (75, 175))  	
					 FLME A 1 BRIGHT A_SetScale(0.3)
					 FLME A 1 BRIGHT A_SetScale(0.4)
					 FLME B 1 BRIGHT A_SetScale(0.5)
					 FLME B 1 BRIGHT A_SetScale(0.6)
					 FLME C 1 BRIGHT A_SetScale(0.7)
					 FLME C 1 BRIGHT A_SetScale(0.8)
					 FLME D 1 BRIGHT A_SetScale(0.9)
					 FLME D 1 BRIGHT A_SetScale(1.0)
					 TNT1 A 0 A_Explode((3), 76, 0)
					 TNT1 A 0 A_Jump (100, 1)  	
					 TNT1 A 0 A_SetScale (-1.0, 1.0)
				 Spawn2:
					 TNT1 A 0  
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(10, 15), 0, random (0, 360), CMF_AIMOFFSET, random (75, 175))
					 TNT1 A 0 A_Explode((5), 76, 0) 
					 FLME ABCDEFGHIJKLMN 1 Bright
					 TNT1 A 0 A_CountDown
					 //TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 //TNT1 A 0 A_JumpIfInventory ("FireCounter", 500, "Death")
					 Loop
				Death:
					TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_AIMOFFSET, random (75, 175)) 	 
					FLME ABCDEFGHIJ 2 BRIGHT A_Explode((2), 16, 0)
					FLME K 1 BRIGHT A_SetScale(0.8)
					FLME K 1 BRIGHT A_FadeOut(0.2)
					TNT1 A 0 A_Explode((2), 8, 0)	
					FLME L 1 BRIGHT A_SetScale(0.4)
					FLME L 1 BRIGHT  A_FadeOut(0.3)
					TNT1 A 0 A_Explode((2), 8, 0)	
					FLME M 1 BRIGHT  A_SetScale(0.2)
					FLME M 1 BRIGHT  A_FadeOut(0.4)
					TNT1 A 0 A_Explode((2), 8, 0)	
					FLME N 1 BRIGHT  A_SetScale(0.1)
					FLME N 1 BRIGHT  A_FadeOut(0.5)
					TNT1 A 0 A_StopSound (6)
					Stop
					 }
			}			
		 	