   Actor TriGunJuggernaut 
       {
  scale 1.0
  obituary "%o was roasted & toasted by the TriGun Juggernaut incendiary impulse gun"
  health 425
  radius 15
  height 54
  mass 100
  speed 10
  +BOSSDEATH
    Species "MANCUCU"
  +NODROPOFF
  MaxDropOffHeight 69
  MinMissileChance 88			
  +DONTHARMSPECIES 
  painchance 125
  SeeSound "TrigunJug/See"
  PainSound "TrigunJug/pain"
  DeathSound "TrigunJug/Death"
  ActiveSound "TrigunJug/Active"	
  Tag "TriGun Juggernaut"
  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(-0.08,0.08))
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
  Spawn2:
    3ACG A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUTrigunJug")
	 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 (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    3ACG AABBCCDD 3 A_Chase 
    loop
  DodgeCheck:
	 3ACG D 1 A_Jump (255, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	 Goto SeeLoop+1		
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    3ACG 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))
	    3ACG 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))
	    3ACG 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
	    3ACG 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)) 
	    3ACG 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)) 
	    3ACG 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:
    TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 375, 0)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 775)
    3ACG E 14 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	3ACG F 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 9, random (-1,1))
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 10, random (-4,-2))
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 8, random (2,4))
	3ACG G 1 BRIGHT A_FaceTarget
	3ACG E 19 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	3ACG F 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 9)
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 10, -4)
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 8, 4)
	3ACG G 1 BRIGHT A_FaceTarget
	3ACG E 2 A_FaceTarget
   Goto SeeLoop
  CloseQuarters:
    3ACG E 14 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	3ACG F 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 9, random (-1,1))
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 10, random (-7,-5))
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 8, random (5,7))
	3ACG G 1 BRIGHT A_FaceTarget
	3ACG E 8 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	3ACG F 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 9, random (-1,1))
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 10, random (-7,-5))
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 8, random (5,7))
	3ACG G 1 BRIGHT A_FaceTarget
	3ACG E 8 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	3ACG F 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 9, random (-1,1))
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 10, random (-7,-5))
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 8, random (5,7))
	3ACG G 1 BRIGHT A_FaceTarget
	3ACG E 3 A_FaceTarget
   Goto SeeLoop
  LongRange:
    3ACG E 14 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	3ACG F 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 9)
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 10, -3)
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 8, 3)
	3ACG G 1 BRIGHT A_FaceTarget
	3ACG E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	3ACG F 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 9)
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 10, -3)
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 8, 3)
	3ACG G 1 BRIGHT A_FaceTarget
	3ACG E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	3ACG F 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 9)
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 10, -3)
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 8, 3)
	3ACG G 1 BRIGHT A_FaceTarget
	3ACG E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("LJGMG", Chan_Weapon)
	3ACG F 1 BRIGHT A_FaceTarget
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 9)
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 10, -3)
	TNT1 A 0 A_CustomMissile ("TriGunJProjectile", 32, 8, 3)
	3ACG G 1 BRIGHT A_FaceTarget
   Goto SeeLoop  
  Pain:
	TNT1 A 0
	TNT1 A 0 A_StopSound (1)
    3ACG H 3
    3ACG H 3 A_Pain
    goto SeeLoop+1
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    3ACG H 5 A_Scream
    3ACG I 5
    3ACG J 5 A_NoBlocking
    3ACG KLM 3
	3ACG N 3 A_Playsound ("FallingBodyGear", CHAN_BODY)
    3ACG O -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 3 A_NoBlocking
    PGIB D 3
    PGIB E -1
    Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	3ACG NMLKJIH 3
   Goto See	
  Idle:
    3ACG AA 4 A_Wander
    3ACG A 0 A_Look
    3ACG BB 4 A_Wander
    3ACG A 0 A_Look
    3ACG CC 4 A_Wander
    3ACG A 0 A_Look
    3ACG DD 4 A_Wander
    3ACG A 0 A_Look
    loop
  }
	   
	   
	   }

	

		
		Actor TriGunJProjectile
      {
	      Radius 2
          Height 2
		  Speed 15
		  Scale 0.14
		  Species "MANCUCU"
		  FastSpeed 18
		  Damage (8)
		  Projectile
		  DamageType "Fire"
		  RenderStyle Add
		  SeeSound ""
		  DeathSound "LFLAMFIR"
		  States
		  {
		  Spawn:
			TNT1 A 0
			TNT1 A 0 A_SpawnItemEx ("IncJTBallTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
			TNT1 A 0 Bright A_SpawnItemEx ("TriGunFlare", 0, 0, 0, 0, 0, 0)
			TGBL AB 1 Bright //A_SpawnItemEx ("TriGunFlare", 0, 0, 0, 0, 0, 0)
		   Loop
		  Death:
			TNT1 A 0
			TNT1 A 0 A_Explode ((6), 69)
			TNT1 AAAA 0 A_SpawnItemEx ("AssSmoke2", 0, 0, 0)
		    TNT1 A 0 A_SpawnItemEx ("FireWallFlare", 0,0,0,0,0,0)
			TNT1 A 0 A_SpawnItemEx ("RedPBKabeem", 0,0,0,0,0,0)
			//BPRH ABCDEFGHIJ 1 Bright
			Stop
			  }
           }


	 