    Actor FreakKorpsGrenadier : GenericHumanScum 
{
Monster
Health 188
Radius 20
Height 56
Speed 11
PainChance 135
Translation "111:111=7:7"
Species "Spectre"
+DONTHARMSPECIES
seesound "NNazi2/See"
painsound "NNazi2/Pain"
deathsound "NNazi1/Death"
activesound "NNazi2/Active"
Tag "FreakKorps Grenadier"
Xscale 1.0
YScale 1.22
Obituary "%o' was blown up by the Freak Korps patriotic fighter"
HitObituary "%o' thought that grenade can't be used as a melee weapon"
//+DROPOFF
DropItem "Healthbonus"
DropItem "ArmorBonus"
  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)
	TNT1 A 0 A_SpawnItemEx ("SiegWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
  Spawn2:	
	FRKG A 10 A_Look
	loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUNNazi2")
	 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")
	 FRKG AABBCCDD 3 A_Chase
	 TNT1 A 0 A_GiveInventory ("WaitForGrenade", 1)
	Loop	
   MissileCheck:
	TNT1 A 0 A_JumpIfTargetInLos ("Missile", 50)
	Goto SeeLoop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    FRKG 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+1
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    FRKG AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "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))
	    FRKG AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    FRKG AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "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)) 
	    FRKG AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "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)) 
	    FRKG AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+1
	ReichRush:
		TNT1 A 0
		TNT1 A 0 A_Playsound ("PP10SE04", CHAN_VOICE)
	  ReichRushLoop:	
		FRKG AABBCCDD 2 A_Chase ("ExploKnecht", "")
		TNT1 A 0 A_JumpIfTargetInLos ("TossRage", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 688, 350)
	    Loop
 Missile:
	TNT1 A 0
	TNT1 A 0 A_TakeInventory ("ArtCoolDown", 1)
	TNT1 A 0 A_JumpIfHealthLower (88, "ReichRush")
	TNT1 A 0 A_JumpIfTargetInLos ("Toss", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 688, 150)
	Goto SeeLoop
 Toss:
    TNT1 A 0
	TNT1 A 0 A_JumpIfInventory ("ArtCoolDown", 1, "SeeLoop")
	FRKG E 7 A_FaceTarget
	FRKG F 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	FRKG G 4 A_CustomMissile ("Deutschnade", 42, 0, random (-3,3), CMF_OFFSETPITCH, random (10, 15))
	TNT1 A 0 A_GiveInventory ("ArtCoolDown", 5)
   Goto SeeLoop
 TossRage:
	FRKG E 5 A_FaceTarget
	FRKG F 6 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	FRKG G 3 A_CustomMissile ("Deutschnade", 42, 0, random (-6,6), CMF_OFFSETPITCH, random (10, 15))
   Goto ReichRushLoop  
 ExploKnecht:
	FRKG E 3 A_FaceTarget
	FRKG F 6 A_FaceTarget
	FRKG E 4 A_CustomMeleeAttack ((5), "Fist/Hit", "Fist/Swing")
	TNT1 A 0 A_Jump (88, "OhSheisse")
	Goto ReichRushLoop
 OhSheisse:
	TNT1 A 0
	TNT1 A 0 A_PlaySound ("PP10AC02", CHAN_VOICE)
	FRKG E 5 A_PlaySound ("GRNPIN", CHAN_Weapon) 
	FRKG F 28 A_FaceTarget
	TNT1 A 0 A_StopSound (CHAN_VOICE)
	TNT1 A 0 A_CustomMissile ("AllaExplosion", 32, 0)
	TNT1 A 0 DamageThing (999)
   Goto XDeath	
 Pain:
	FRKG H 3
	FRKG H 3 A_Pain
	Goto SeeLoop
 Death:
	FRKG I 3 A_Noblocking
	FRKG JK 3 A_Scream
	FRKG L 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
	FRKG M -1
	Stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0  A_XScream
    FRKG N 3 A_NoBlocking
    FRKG OPQRSTU 2
    FRKG V -1
    Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	FRKG MLKJI 5
   Goto See	
    }
}	



    