   Actor NaziHeavyMachinegunner 
       {
	
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 20	
	   
  scale 1.0
  obituary "%o was screamed at by the Nazi Heavy Machinegunner"
  health 388
  radius 15
  height 54
  +BOSSDEATH
  mass 100
  speed 11
  Species "MANCUCU"
  +DONTHARMSPECIES
  +DONTHURTSPECIES
  painchance 135
  SeeSound "DeutschBucket/See"
  PainSound "DeutschBucket/pain"
  DeathSound "DBUCDE01"
  ActiveSound "DeutschBucket/Active"	
  Tag "Nazi Heavy Machinegunner"
  MONSTER
  MinMissileChance 88
  +NODROPOFF
  MaxDropoffHeight 69
  +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(-0.08,0.08))
	TNT1 A 0 A_SpawnItemEx ("SiegWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
  Spawn2:
    JEIM B 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUDeutschBucket")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  See:
    "####" A random(1,4)
    TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	TNT1 A 0 A_Jump (180, "MissileCheck")
  SeeLoop:
	TNT1 A 0
	TNT1 A 0 A_TakeInventory ("AccuracyCounter", 10)
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    JEIM AABBCCDD 3 A_Chase 
    loop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    JEIM 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))
	    JEIM 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))
	    JEIM 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
	    JEIM 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)) 
	    JEIM 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)) 
	    JEIM AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
    JEIM E 10 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "Reload")
	TNT1 A 0 A_JumpIfTargetInLos ("Supress", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 999, 600)
	TNT1 A 0 A_JumpIfTargetInLos ("Burst", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1000)
  MissileLoop:
	JEIM E 1 A_FaceTarget
    TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	JEIM F 1 BRIGHT A_CustomMissile ("HMGTracer",32,15,random (-5,5)) 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "Reload")
    JEIM E 1 A_SpidRefire
   Loop
  Supress:
	JEIM E 1 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "Reload")
    TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	JEIM F 1 BRIGHT A_CustomMissile ("HMGTracer",32,15,random (-15,-12)) 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "Reload")
    JEIM E 1 A_SpidRefire
	JEIM E 1 A_FaceTarget
    TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	JEIM F 1 BRIGHT A_CustomMissile ("HMGTracer",32,15,random (-8,-4)) 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "Reload")
    JEIM E 1 A_SpidRefire
	JEIM E 1 A_FaceTarget
    TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	JEIM F 1 BRIGHT A_CustomMissile ("HMGTracer",32,15,random (-4,-1)) 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "Reload")
    JEIM E 1 A_SpidRefire
	JEIM E 1 A_FaceTarget
    TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	JEIM F 1 BRIGHT A_CustomMissile ("HMGTracer",32,15,random (0,1)) 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "Reload")
    JEIM E 1 A_SpidRefire
	JEIM E 1 A_FaceTarget
    TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	JEIM F 1 BRIGHT A_CustomMissile ("HMGTracer",32,15,random (1,4)) 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "Reload")
    JEIM E 1 A_SpidRefire
	JEIM E 1 A_FaceTarget
    TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	JEIM F 1 BRIGHT A_CustomMissile ("HMGTracer",32,15,random (4,8)) 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "Reload")
    JEIM E 1 A_SpidRefire
	JEIM E 1 A_FaceTarget
    TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	JEIM F 1 BRIGHT A_CustomMissile ("HMGTracer",32,15,random (12,15)) 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "Reload")
    JEIM E 1 A_SpidRefire
	JEIM E 1 A_FaceTarget
    TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	JEIM F 1 BRIGHT A_CustomMissile ("HMGTracer",32,15,random (4,8)) 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "Reload")
    JEIM E 1 A_SpidRefire
	JEIM E 1 A_FaceTarget
    TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	JEIM F 1 BRIGHT A_CustomMissile ("HMGTracer",32,15,random (1,4)) 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "Reload")
    JEIM E 1 A_SpidRefire
	JEIM E 1 A_FaceTarget
    TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	JEIM F 1 BRIGHT A_CustomMissile ("HMGTracer",32,15,random (0,1)) 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "Reload")
    JEIM E 1 A_SpidRefire
	JEIM E 1 A_FaceTarget
    TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	JEIM F 1 BRIGHT A_CustomMissile ("HMGTracer",32,15,random (-4,-1)) 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "Reload")
    JEIM E 1 A_SpidRefire
	JEIM E 1 A_FaceTarget
    TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	JEIM F 1 BRIGHT A_CustomMissile ("HMGTracer",32,15,random (-8,-4)) 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "Reload")
	TNT1 A 0 A_FaceTarget
    JEIM E 3 A_SpidRefire
   Loop
  Burst:
	JEIM E 1 A_FaceTarget
    TNT1 A 0 A_Playsound ("DBUCMG42", CHAN_WEAPON, 1.0)
	TNT1 A 0 A_PlaySound ("NZMG42FF", 6, 0.5, 0)
	JEIM F 1 BRIGHT A_CustomMissile ("HMGTracer",32,15,random (-2,2)) 
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_GiveInventory ("AccuracyCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 50, "Reload")
	TNT1 A 0 A_JumpIfInventory ("AccuracyCounter", 10, "SeeLoop")
	TNT1 A 0 A_FaceTarget
    JEIM E 3 A_SpidRefire
	Loop
  Reload:
	JEIM E 18 A_Playsound ("M60Open")
    JEIM D 45 A_TakeInventory ("ShotCounter", 50)
	JEIM DE 37 A_Playsound ("M60Load")
	JEIM E 19 A_Playsound ("M60Clos")
	Goto SeeLoop+1
  Pain:
    JEIM B 3
    JEIM D 3 A_Pain
    goto SeeLoop+1
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    JEIM H 5 A_Scream
    JEIM I 5 A_NoBlocking
    JEIM J 2 A_Playsound ("FallingBodyGear", CHAN_BODY)
    JEIM K -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 3
    PGIB B 3 A_XScream
    PGIB C 4 A_NoBlocking
    PGIB D 4
    PGIB E -1
    Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	JEIM KJIH 5
   Goto See	  
  Idle:
    JEIM AA 4 A_Wander
    JEIM A 0 A_Look
    JEIM BB 4 A_Wander
    JEIM A 0 A_Look
    JEIM CC 4 A_Wander
    JEIM A 0 A_Look
    JEIM DD 4 A_Wander
    JEIM A 0 A_Look
    loop
  }
	   
	   
	   }

	

