Actor QuadRocketUSNMilitarist : GenericHumanScum replaces Fatso 
  {
  
   //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 8
  
  
   Monster
   Health 275
   Radius 15
   Height 56
   Mass 400
   Species "Mancucu"
+DONTHARMSPECIES
   Speed 10
   BloodType "DASBLUT"
   PainChance 100
   +NODROPOFF
   Translation "192:207=80:111", "112:127=85:111"	
   MaxDropOffHeight 69
   Monster
   +BOSSDEATH
   Scale 1.0
   SeeSound "USNMilitarist7/See"
   PainSound "USNMilitarist7/Pain"
   DeathSound "Manhunt/Death"
   ActiveSound "USNMilitarist7/Active"
   Tag "Country Quad rocket launcher madman"	
   Obituary "%o was blown up high into the sky by some agressive countryman with quad rocket launcher"
   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:
		      RRNK A 4 A_Look
			Loop
		 STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUUSNMilitarist7")
	 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_Changeflag ("FRIGHTENED", false)
		      TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
		      RRNK AABBCCDD 3 A_Chase
			 Loop
		    CheckReload:
				TNT1 A 0
				TNT1 A 0 A_Jump (150, "CheckReload2")
				Goto SeeLoop+1
			CheckReload2:
				TNT1 A 0
				TNT1 A 0 A_JumpIfInventory ("RocketShotCounter", 4, "ReloadBrave")
				Goto SeeLoop+1	
	  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    RRNK 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))
	    RRNK 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))
	    RRNK 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
	    RRNK 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)) 
	    RRNK 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)) 
	    RRNK AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	Scared:
	    TNT1 A 0
		TNT1 A 0 A_Playsound ("USNMilitarist7/Scared", CHAN_VOICE)
		TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true)
	 ScaredLoop:
	    RRNK AABBCCDD 2 A_Wander
		TNT1 A 0 A_CheckSight ("ReloadBrave")
		TNT1 A 0 A_JumpIfCloser (125, "ReloadBrave")
		TNT1 A 0 A_Jump (2, "ReloadBrave")
		RRNK AABBCCDD 2 A_Wander
	   Loop	
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 30, JLOSF_DEADNOJUMP)
	Goto SeeLoop		 
		  Missile:
		      TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
		      TNT1 A 0 A_JumpIfInventory ("RocketShotCounter", 4, "Reload")
			  RRNK E 15 A_FaceTarget
			  TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
			  TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 500, 250)
			  TNT1 A 0 A_JumpIfTargetInLos ("IAmNotSoStupid", 0, JLOSF_DEADNOJUMP, 249)
			  TNT1 A 0 A_Jump (75, "QuadBurst")
			  TNT1 A 0 A_Jump (125, "DoubleBurst")
			  RRNK E 5 A_FaceTarget
		    TNT1 A 0 A_PlaySound ("QuadRocketL/Fire", CHAN_WEAPON)
			RRNK F 3 BRIGHT A_CustomMissile ("RedneckRocket", 50, 12, random (-5,5), CMF_OFFSETPITCH, random (-2,2))
			TNT1 A 0 A_GiveInventory ("RocketShotCounter", 1)
			TNT1 A 0 A_JumpIfInventory ("RocketShotCounter", 4, "Reload")
			RRNK E 10 A_FaceTarget
			TNT1 A 0 A_PlaySound ("QuadRocketL/Fire", CHAN_WEAPON)
			RRNK F 3 BRIGHT A_CustomMissile ("RedneckRocket", 50, 14, random (-5,5), CMF_OFFSETPITCH, random (-2,2))
			TNT1 A 0 A_GiveInventory ("RocketShotCounter", 1)
			TNT1 A 0 A_JumpIfInventory ("RocketShotCounter", 4, "Reload")
			RRNK E 10 A_FaceTarget
			TNT1 A 0 A_PlaySound ("QuadRocketL/Fire", CHAN_WEAPON)
			RRNK F 3 BRIGHT A_CustomMissile ("RedneckRocket", 50, 12, random (-5,5), CMF_OFFSETPITCH, random (-2,2))
			TNT1 A 0 A_GiveInventory ("RocketShotCounter", 1)
			TNT1 A 0 A_JumpIfInventory ("RocketShotCounter", 4, "Reload")
			RRNK E 10 A_FaceTarget
			TNT1 A 0 A_PlaySound ("QuadRocketL/Fire", CHAN_WEAPON)
			RRNK F 3 BRIGHT A_CustomMissile ("RedneckRocket", 50, 14, random (-5,5), CMF_OFFSETPITCH, random (-2,2))
			TNT1 A 0 A_GiveInventory ("RocketShotCounter", 1)
			TNT1 A 0 A_JumpIfInventory ("RocketShotCounter", 4, "Reload")
		  Goto SeeLoop
		 QuadBurst:
		    TNT1 A 0 A_JumpIfInventory ("RocketShotCounter", 4, "Reload")
		    RRNK E 17 A_FaceTarget
		    TNT1 A 0 A_PlaySound ("QuadRocketL/Fire", CHAN_WEAPON)
			TNT1 A 0 A_CustomMissile ("RedneckRocket", 50, 14, random (-9,-1), CMF_OFFSETPITCH, random (-3,3))
			TNT1 A 0 A_CustomMissile ("RedneckRocket", 52, 14, random (-9,-1), CMF_OFFSETPITCH, random (-3,3))
			TNT1 A 0 A_CustomMissile ("RedneckRocket", 52, 12, random (0,9), CMF_OFFSETPITCH, random (-3,3))
			RRNK F 3 BRIGHT A_CustomMissile ("RedneckRocket", 50, 12, random (0,9), CMF_OFFSETPITCH, random (-3,3))
			TNT1 A 0 A_GiveInventory ("RocketShotCounter", 4)
		   Goto Reload
		 DoubleBurst:
		    RRNK E 6 A_FaceTarget
			TNT1 A 0 A_PlaySound ("QuadRocketL/Fire", CHAN_WEAPON)
			TNT1 A 0 A_CustomMissile ("RedneckRocket", 50, 14, random (-6,-6), CMF_OFFSETPITCH, random (-2,2))
			RRNK F 3 BRIGHT A_CustomMissile ("RedneckRocket", 50, 12, random (0,6), CMF_OFFSETPITCH, random (-2,2))
			TNT1 A 0 A_GiveInventory ("RocketShotCounter", 2)
			TNT1 A 0 A_JumpIfInventory ("RocketShotCounter", 4, "Reload")
			RRNK E 15 A_FaceTarget
			TNT1 A 0 A_PlaySound ("QuadRocketL/Fire", CHAN_WEAPON)
			TNT1 A 0 A_CustomMissile ("RedneckRocket", 50, 14, random (-6,-1), CMF_OFFSETPITCH, random (-2,2))
			RRNK F 3 BRIGHT A_CustomMissile ("RedneckRocket", 50, 12, random (0,6), CMF_OFFSETPITCH, random (-2,2))
			TNT1 A 0 A_GiveInventory ("RocketShotCounter", 2)
			TNT1 A 0 A_JumpIfInventory ("RocketShotCounter", 4, "Reload")
		   Goto SeeLoop	
		  IamNotSoStupid:
		     RRNK AABBCCDD 2 A_Recoil (random (1,2))
		 CloseQuarters:
		    RRNK E 6 A_FaceTarget
			TNT1 A 0 A_PlaySound ("QuadRocketL/Fire", CHAN_WEAPON)
			TNT1 A 0 A_CustomMissile ("RedneckRocket", 50, 14, random (-9,-1), CMF_OFFSETPITCH, random (-1,1))
			RRNK F 3 BRIGHT A_CustomMissile ("RedneckRocket", 50, 12, random (0,9), CMF_OFFSETPITCH, random (-1,1))
			TNT1 A 0 A_GiveInventory ("RocketShotCounter", 2)
			TNT1 A 0 A_JumpIfInventory ("RocketShotCounter", 4, "Reload")
		   Goto SeeLoop
		 LongRange:
		    RRNK E 17 A_FaceTarget
			TNT1 A 0 A_Jump (88, "QuadBurst")
		    TNT1 A 0 A_PlaySound ("QuadRocketL/Fire", CHAN_WEAPON)
			RRNK F 3 BRIGHT A_CustomMissile ("RedneckRocket", 50, 12, random (-3,3), CMF_OFFSETPITCH, random (-1,1))
			TNT1 A 0 A_GiveInventory ("RocketShotCounter", 1)
			TNT1 A 0 A_JumpIfInventory ("RocketShotCounter", 4, "Reload")
			RRNK E 16 A_FaceTarget
			TNT1 A 0 A_PlaySound ("QuadRocketL/Fire", CHAN_WEAPON)
			RRNK F 3 BRIGHT A_CustomMissile ("RedneckRocket", 50, 14, random (-3,3), CMF_OFFSETPITCH, random (-1,1))
			TNT1 A 0 A_GiveInventory ("RocketShotCounter", 1)
			TNT1 A 0 A_JumpIfInventory ("RocketShotCounter", 4, "Reload")
			RRNK E 16 A_FaceTarget
			TNT1 A 0 A_PlaySound ("QuadRocketL/Fire", CHAN_WEAPON)
			RRNK F 3 BRIGHT A_CustomMissile ("RedneckRocket", 50, 12, random (-3,3), CMF_OFFSETPITCH, random (-1,1))
			TNT1 A 0 A_GiveInventory ("RocketShotCounter", 1)
			TNT1 A 0 A_JumpIfInventory ("RocketShotCounter", 4, "Reload")
			RRNK E 16 A_FaceTarget
			TNT1 A 0 A_PlaySound ("QuadRocketL/Fire", CHAN_WEAPON)
			RRNK F 3 BRIGHT A_CustomMissile ("RedneckRocket", 50, 14, random (-3,3), CMF_OFFSETPITCH, random (-1,1))
			TNT1 A 0 A_GiveInventory ("RocketShotCounter", 1)
			TNT1 A 0 A_JumpIfInventory ("RocketShotCounter", 4, "Reload")
		   Goto Reload 	
		 Reload:
		      TNT1 A 0 A_JumpIfCloser (400, "Scared")
			  RRNK C 20 A_PlaySound ("RPGRL")
			  RRNK E 25 A_PlaySound ("RPGRL")
			  RRNK D 19 A_PlaySound ("RPGRL")
			  RRNK E 25 A_PlaySound ("RPGRL")
			  RRNK D 5
			  TNT1 A 0 A_TakeInventory ("RocketShotCounter", 4)
			  TNT1 A 0 A_Changeflag ("FRIGHTENED", false) 
			 Goto SeeLoop+1
		ReloadBrave:
			  RRNK C 20 A_PlaySound ("RPGRL")
			  RRNK E 10 A_PlaySound ("RPGRL")
			  RRNk D 10 A_PlaySound ("RPGRL")
			  RRNK E 20 A_PlaySound ("RPGRL")
			  RRNK D 9
			  TNT1 A 0 A_TakeInventory ("RocketShotCounter", 4)
			  TNT1 A 0 A_Changeflag ("FRIGHTENED", false) 
			 Goto SeeLoop+1	 
		   Pain:
		      RRNK E 3
			  TNT1 A 0 A_Changeflag ("FRIGHTENED", false)
		      RRNK E 3 A_Pain
			  Goto SeeLoop
		   Death:
		      RRNK I 7 A_Noblocking
			  RRNK J 6 A_Scream
			  RRNK KL 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
			  RRNK M -1
			 Stop
		   XDeath:
			TNT1 A 0
			TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			RRNK U 5
			RRNK V 5 A_XScream
			PGIB A 5 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)
			RRNK MLKJI 5
		   Goto See	
		  		
		}
}




		actor RedneckRocket  
		{
		projectile
		+MISSILE
		+BLOODSPLATTER
		+DONTHARMSPECIES
		Species "Mancucu"
		radius 3
		height 3
		scale 0.85
		Translation "128:151=96:111", "48:79=96:111", "1:2=110:110", "122:127=111:111"
		speed 20
		damage (10)
		Obituary "%o is now a rocket-man!"
		states
			{
			Spawn:
				TNT1 A 0 A_SpawnItemEx("ReichRocketTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
				TNT1 A 0 A_SpawnItemEx("LesserRocketTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
				ZMIS A 1 Bright A_Playsound ("rockfly",7,1.0,true)
			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((25),90, 0 ,0,40)
				TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
				TNT1 AA 0 A_CustomMissile ("CsMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
				TNT1 A 0 A_SpawnItemEx("ReichRocketShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
				TNT1 A 1 Radius_Quake (2,4,0,7,0)
				TNT1 A 0 A_StopSound (7)
				TNT1 A 20
		stop
			}
		}	




		Actor QuadRocketUSNMilitaristSpawner : RandomSpawner
			{
			 DropItem QuadrocketUSNMilitarist
			 DropItem QuadRocketUSNMilitaristDarkGreen
			 DropItem QuadRocketUSNMilitaristYellowBrown
			 DropItem QuadRocketUSNMilitaristHaki
			 DropItem QuadRocketUSNMilitaristBlack
			}
		
		
		
		Actor QuadRocketUSNMilitaristDarkGreen : QuadRocketUSNMilitarist
			{
			 Translation "192:207=119:127", "112:127=5:12"
			}
			
		
		Actor QuadrocketUSNMilitaristYellowBrown : QuadRocketUSNMilitarist
			{
			 Translation "192:207=160:167", "112:127=64:79"
			}
			
		
		Actor QuadRocketUSNMilitaristHaki : QuadrocketUSNMilitarist
			{
			 Translation "192:207=152:159", "112:127=152:159"
			}
			
		
		Actor QuadRocketUSNMilitaristBlack : QuadRocketUSNMilitarist
			{
			 Translation "192:207=3:8", "112:127=3:8"
			}