      Actor TerHeavyASG : GenericHumanScum       
	  {
 	  
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 7
  DropItem "Assault Shotgun", 255
	  
  Health 240
  Radius 20
  Height 56
  Mass 100
  Speed 11
  PainChance 125
  Monster
  MinMissileChance 88
  +NODROPOFF
  +BOSSDEATH
  Translation "192:207=152:159"
  MaxDropOffHeight 69
  Species "MANCUCU"
  +DONTHARMSPECIES
  +FLOORCLIP
  SeeSound "Arab/See"
  PainSound "Arab/pain"
  DeathSound "Arab/death"
  ActiveSound "Arab/active"
  Tag "Heavy ASG desert freedom fighter"
  Obituary "%o's faith was too weak to stand against the faithful desert warrior, armed with the heavy ASG"
  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:
    ASGT A 10 A_Look
    Loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUArab")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  KabeemCheck:
    TNT1 A 0 
    TNT1 A 0 A_JumpIfCloser (115, "Kabeem")
   Goto SeeLoop	
  Kabeem:	
    ASGT H 30 A_PlaySound ("Arab/See")
	TNT1 A 0 A_CustomMissile ("AllaExplosion", 32, 0)
	TNT1 A 0 DamageThing (999)
   Goto XDeath	 
  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", 15, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    ASGT AABBCCDD 3 A_Chase
	TNT1 A 0 A_JumpIfHealthLower (85, "KabeemCheck")
    Loop
  CheckReload:
    TNT1 A 0 A_Jump (185, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 15, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    ASGT 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))
	    ASGT 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))
	    ASGT 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
	    ASGT 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)) 
	    ASGT 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)) 
	    ASGT AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	Evade:
	   TNT1 A 0
	   ASGT AABBCCDDAABBCCDDAABBCCDDAABBCCDD 2 A_Wander
	   TNT1 A 0 A_Jump (256, "DodgeLeft","DodgeRight", "DodgeLeftF","DodgeRightF", "DodgeLeftB","DodgeRightB")
  MissileCheck:
    TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
    TNT1 A 0 A_Jump (205, "GranataCheck")
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 30, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
    TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 15, "Reload")
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 500)
    ASGT E 14 A_FaceTarget
	TNT1 A 0 A_PlaySound ("ASSASG")
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 AAAA 0 A_CustomMissile ("ExplosiveShotgunTracer", 32, 15, random (-5,5))
	ASGT F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 15, "Reload")
	ASGT E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("ASSASG")
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 AAAA 0 A_CustomMissile ("ExplosiveShotgunTracer", 32, 9, random (-11,0))
	ASGT F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 15, "Reload")
	ASGT E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("ASSASG")
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 AAAA 0 A_CustomMissile ("ExplosiveShotgunTracer", 32, 9, random (0,11))
	ASGT F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 15, "Reload")
   Goto SeeLoop
  CloseQuarters:
    ASGT E 14 A_FaceTarget
    TNT1 A 0 A_PlaySound ("ASSASG")
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 AAAA 0 A_CustomMissile ("ExplosiveShotgunTracer", 32, 15, random (-5,5))
	ASGT F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 15, "Reload")
	TNT1 A 0 A_MonsterRefire (69, "SeeLoop")
  Loop
  LongRange:
    ASGT E 28 A_FaceTarget
    TNT1 A 0 A_PlaySound ("ASSASG")
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 AAAA 0 A_CustomMissile ("ExplosiveShotgunTracer", 32, 15, random (-2,2))
	ASGT F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 15, "Reload")
   Goto Evade
  GranataCheck:
	TNT1 A 0 
    TNT1 A 0 A_JumpIfTargetInLos ("Granata", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 350)
	Goto MissileCheck+2
  Granata:
    //TNT1 A 0 A_Print ("Granata")
    ASGT D 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	ASGT E 8 A_CustomMissile ("GreenHandGrenade", 42, 0, random (-3,3), CMF_OFFSETPITCH, random (12, 16))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 3)
	Goto SeeLoop  
  Reload:
    ASGT E 12
	ASGT DE 35 A_PlaySound ("ASGOUT")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 15)
	ASGT DE 12 A_PlaySound ("ASGIN")
	Goto GranataCheck
  Pain:
    ASGT H 3
    ASGT H 3 A_Pain
    Goto SeeLoop
  Death:
    ASGT I 5
    ASGT J 5 A_Scream
    ASGT K 5 A_NoBlocking
    ASGT L 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    ASGT M -1
    Stop
  XDeath:
    PGIB A 2
    PGIB B 1 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	PGIB C 5 A_XScream
	PGIB D 5 A_NoBlocking
	PGIB E -1
	Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    ASGT M 5
    ASGT LKJI 5
    Goto See
     }

}



	Actor TerHeavyASGSpawner : RandomSpawner 
		{
		 DropItem TerHeavyASG
		 DropItem TerHeavyASGGrey
		 DropItem TerHeavyASGBrown
		 DropItem TerHeavyASGSand
		 DropItem TerHeavyASGWhite
		 DropItem TerHeavyASGOrange
		}



	Actor TerHeavyASGGrey : TerHeavyASG
		{
		 Translation "192:207=90:111"
		}
		
		
	Actor TerHeavyASGBrown : TerHeavyASG
		{
		 Translation "192:207=144:151"
		}
		
	
	Actor TerHeavyASGSand : TerHeavyASG
		{
		 Translation "192:207=128:143"
		}
		
	
	Actor TerHeavyASGWhite : TerHeavyASG
		{
		 Translation "192:207=80:101"
		}
		
	
	Actor TerHeavyASGOrange : TerHeavyASG
		{
		 Translation "192:207=208:223"
		}
	