ACTOR PyroCrusaderMech
{

  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 80
  DropItem "PerkGlobe", 128
  DropItem "DemonEnergyLarge" 128 200
DropItem "SkullOfPower" 128
DropItem "DemonRune", 60
DropItem "BFG10k" 200
  
  
  Health 4000
  Radius 48
  Height 100
  Scale 1.5	
  Mass 1000
  Species "MaSSter"	
  Speed 10
  Translation "112:127=5:8", "168:191=80:111", "233:233=104:104", "160:167=80:111"	
  PainChance 20
  PainChance "Gluon", 0
  BloodType "MetalSurface"
  Monster
  +BOSS
  +FLOORCLIP
  +BOSSDEATH
  +NOBLOODDECALS
  +NORADIUSDMG
  +missilemore
  +missileevenmore
  minmissilechance 2  
  SeeSound "Crusader/See"
  PainSound ""
  DeathSound ""
  ActiveSound "Crusader/Active"
  Obituary "%o got hot and extra-crispy by the Pyro Crusader Mech"
  States
	{
	  Spawn:	
		CRU1 A 10 A_Look
		Loop
	  See:
		CRU1 AA 3 A_Chase
		TNT1 A 0 A_PlaySound ("Step2")
		CRU1 BB 3 A_Chase
		CRU1 CC 3 A_Chase
		TNT1 A 0 A_PlaySound ("Step2")
		CRU1 DD 3 A_Chase
		Loop
	  Missile:
	    CRU1 E 12 A_FaceTarget
		TNT1 A 0 A_JumpIfCloser (420, "CloseCombat")	
	  TripleBarrage:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("ArtCoolDown", 1, 2)
		TNT1 A 0 A_Jump (10, "PlasmaStorm")
		TNT1 A 0 A_TakeInventory ("ArtCoolDown", 1)  
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_PlaySound ("LFLAMFIR", CHAN_WEAPON)
		TNT1 A 0 A_PlaySound ("LFLAMFIR", CHAN_WEAPON)
		TNT1 A 0 A_PlaySound ("LFLAMFIR", CHAN_WEAPON)
		TNT1 A 0 A_CustomMissile ("CrusaderBouncingFireball", 65, -30, random ( -4,-2))
		TNT1 A 0 A_CustomMissile ("CrusaderBouncingFireball", 65, -45, random (2,4))
		TNT1 A 0 A_CustomMissile ("CrusaderBouncingFireball", 75, -40, 0, CMF_OFFSETPITCH, random (1,2))
		CRU1 F 1 BRIGHT
		CRU1 E 15 A_FaceTarget
		TNT1 A 0 A_PlaySound ("JETPFIR", CHAN_Weapon)	
		CRU1 F 3 Bright A_CustomMissile ("CrusaderPlasmaBall", 67, -43)
		TNT1 A 0 A_PlaySound ("JETPFIR", CHAN_Weapon)
		CRU1 F 3 Bright A_CustomMissile ("CrusaderPlasmaBall", 67, -43)
		TNT1 A 0 A_PlaySound ("JETPFIR", CHAN_Weapon)
		CRU1 F 3 Bright A_CustomMissile ("CrusaderPlasmaBall", 67, -43)
		CRU1 E 15 A_FaceTarget
		TNT1 A 0 A_JumpIfCloser (420, "CloseCombat")
		TNT1 A 0 A_SpidRefire
	   Loop
	  CloseCombat:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInventory ("ArtCoolDown", 1, 2)
		TNT1 A 0 A_Jump (200, "IncendiaryFan")
		TNT1 A 0 A_TakeInventory ("ArtCoolDown", 1)  
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_PlaySound ("LFLAMFIR", CHAN_WEAPON)
		TNT1 A 0 A_PlaySound ("LFLAMFIR", CHAN_WEAPON)
		TNT1 A 0 A_PlaySound ("LFLAMFIR", CHAN_WEAPON)
		TNT1 A 0 A_CustomMissile ("CrusaderBouncingFireball", 65, -30, random ( -15,-12))
		TNT1 A 0 A_CustomMissile ("CrusaderBouncingFireball", 65, -45, random (12,15))
		TNT1 A 0 A_CustomMissile ("CrusaderBouncingFireball", 75, -40, 0, CMF_OFFSETPITCH, random (1,2))
		CRU1 F 1 BRIGHT
		CRU1 E 15 A_FaceTarget
		TNT1 A 0 A_PlaySound ("JETPFIR", CHAN_Weapon)	
		CRU1 F 3 Bright A_CustomMissile ("CrusaderPlasmaBall", 67, -43)
		TNT1 A 0 A_PlaySound ("JETPFIR", CHAN_Weapon)
		CRU1 F 3 Bright A_CustomMissile ("CrusaderPlasmaBall", 67, -43)
		TNT1 A 0 A_PlaySound ("JETPFIR", CHAN_Weapon)
		CRU1 F 3 Bright A_CustomMissile ("CrusaderPlasmaBall", 67, -43)
		CRU1 E 15 A_FaceTarget
		TNT1 A 0 A_JumpIfTargetInLos ("TripleBarrage", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 421)	
		TNT1 A 0 A_SpidRefire
	   Loop
	  IncendiaryFan:
		TNT1 A 0
		TNT1 A 0 A_PlaySound ("Crusader/Active", CHAN_VOICE, 1.0, false, ATTN_NONE)
		TNT1 A 0 A_ChangeFlag ("NOPAIN", true)
		CRU1 E 30 A_FaceTarget
		TNT1 A 0 A_PlaySound ("DRDFIRE", Chan_Weapon)
 		CRU1 F 1 BRIGHT A_CustomMissile ("CrusaderFragBall", 67, -43, 0, CMF_OFFSETPITCH, random (5,10))
		TNT1 A 0 A_GiveInventory ("ArtCoolDown", 3)
		TNT1 A 0 A_ChangeFlag ("NOPAIN", false)
	   Goto See
	  PlasmaStorm:
		TNT1 A 0
		TNT1 A 0 A_PlaySound ("Crusader/Active", CHAN_VOICE, 1.0, false, ATTN_NONE)
		TNT1 A 0 A_ChangeFlag ("NOPAIN", true)
		CRU1 E 30 A_FaceTarget
		TNT1 A 0 A_GiveInventory ("ArtCoolDown", 3)
		TNT1 A 0
	  PlasmaStormLoop:
		TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_PlaySound ("JETPFIR", Chan_Weapon)
 		CRU1 F 1 BRIGHT A_CustomMissile ("CrusaderPlasmaBall", 67, -43, random(-7,7), CMF_OFFSETPITCH, random (0,2))
		CRU1 E 3 A_GiveInventory ("PlasmaStormCount", 1)
		TNT1 A 0 A_JumpIfInventory ("PlasmaStormCount", 35, "STAHP")
		TNT1 A 0
		Loop
	  STAHP:
		CRU1 E 10
		TNT1 A 0 A_TakeInventory ("PlasmaStormCount")
		TNT1 A 0 A_Changeflag ("NOPAIN", false)
		Goto See
	  Pain:
		CRU1 C 2
		CRU1 C 2 A_Pain
		Goto See
	  Death:
	    TNT1 A 0 A_SpawnItemEx ("BlackOverlordExplosion", random (0,5), random (-25,15), random (20,60), 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
		TNT1 A 0 A_SpawnItemEx ("TinCanExplosion", random (0,5), 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)	
		TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", random (0,5), random (-5,5), random (0,10), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		CRU1 I 5 A_SpawnItemEx ("BlackOverlordExplosion", random (0,5), random (-5,5), random (0,10), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("TinCanExplosion", random (0,5), 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		CRU1 J 5 A_SpawnItemEx ("BlackOverlordExplosion", random (0,5), random (-5,5), random (20,48), 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
		TNT1 A 0 A_Scream
		TNT1 A 0 A_SpawnItemEx ("TinCanExplosion", random (0,5), 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", random (0,5), random (-5,5), random (0,10), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		CRU1 KL 5 A_SpawnItemEx ("TinCanExplosion", random (0,5), 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", random (0,5), random (-5,5), random (0,10), 0, 0, 0) 
		TNT1 A 0 A_SpawnItemEx ("TinCanExplosion", random (0,5), 0, 0, 0, 0, 0)	
		TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", random (0,5), random (-5,5), random (0,10), 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("CrusaderPilot", random (-2,2), random (-2,2), random (8, 15), random (3, 8), random (3, 8), random (3, 8), 0, SXF_NOCHECKPOSITION)
		TNT1 AAAA 0 A_CustomMissile ("CrapMetal", random (-4,4), random (-4,4), random (-360,360), CMF_OffSetPitch | CMF_AIMDIRECTION, random (30,90))
		CRU1 M 5 A_SpawnItemEx ("BlackOverLordExplosion", 0, 0, random (45, 60), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("TinCanExplosion", random (0,5), random (-5,5), random (0,10), 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", random (0,5), random (-5,5), random (0,10), 0, 0, 0)
		CRU1 N 5 A_SpawnItemEx ("BigTinCanExplosion", random (0,5), 0, 0, 0, 0, 0)
		TNT1 A 0 A_SpawnItemEx ("LittleTinCanExplosion", 0, 0, 0, 0, 0, 0)
		CRU1 O 2 A_SpawnItemEx ("BigTinCanExplosion", random (0,5), 0, 0, 0, 0, 0) 
		CRU1 O 5 A_NoBlocking      
		CRU1 P -1  
		Stop
  
	}
}


	   Actor CrusaderBouncingFireball
      {
	      Radius 6
          Height 8
		  Speed 20
		  Scale 0.32
		  FastSpeed 14
		  Damage (10)
		  DamageType Fire	
		  Projectile
		  +DOOMBOUNCE
		  BounceCount 4
		  BounceFactor 3	
		  RenderStyle Normal
		  SeeSound "LFLMLOOP"
		  DeathSound "LFLMBOOM"
		  States
		  {
		  Spawn:
			TNT1 AA 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION)	
			VFBL A 1 Bright  A_SpawnItemEx ("FlamerFlare", 0, 0, 0, 0, 0, 0)
			TNT1 AA 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION)
			VFBL B 1 Bright  A_SpawnItemEx ("FlamerFlare", 0, 0, 0, 0, 0, 0) 
 			Loop
		  Death:
			TNT1 AAA 0 A_SpawnItemEx ("AssSmoke2", 0, 0, 0)
			TNT1 A 0 A_Explode ((10),60)
		    TNT1 A 0 A_SpawnItemEx ("RedPBKabeem", 0,0,0,0,0,0)
			Stop
			  }
           }	


		Actor CrusaderPlasmaBall
      {
	      Radius 6
          Height 8
		  Speed 20
		  Scale 0.45
		  FastSpeed 20
		  Damage (15)
		  Projectile
		  +RANDOMIZE
		  RenderStyle Normal
		  SeeSound ""
		  DeathSound "JETPEX"
		  States
		  {
		  Spawn:
			CORB A 1 Bright  A_SpawnItemEx ("CrusaderRedFlare", 0, 0, 0, 0, 0, 0)
			CORB B 1 Bright  A_SpawnItemEx ("CrusaderRedFlare", 0, 0, 0, 0, 0, 0) 
			CORB C 1 Bright  A_SpawnItemEx ("CrusaderRedFlare", 0, 0, 0, 0, 0, 0) 
			CORB D 1 Bright  A_SpawnItemEx ("CrusaderRedFlare", 0, 0, 0, 0, 0, 0)
			CORB E 1 Bright  A_SpawnItemEx ("CrusaderRedFlare", 0, 0, 0, 0, 0, 0)
			CORB F 1 Bright  A_SpawnItemEx ("CrusaderRedFlare", 0, 0, 0, 0, 0, 0)
 			Loop
		  Death:
			TNT1 AAA 0 A_SpawnItemEx ("AssSmoke2", 0, 0, 0)
			TNT1 A 0 A_Explode ((10),60)
		    TNT1 A 0 A_SpawnItemEx ("ProtoJetpackerKabeem", 0,0,0,0,0,0)
			COBX ABCDEFG 2 Bright
			Stop
			  }
           }

		Actor CrusaderFragBall
			{
			 Radius 6
          Height 8
		  Speed 14
		  Scale 0.5
		  FastSpeed 17
		  +SKYEXPLODE
		  Damage (25)
		  DamageType Fire	
		  Projectile
		  ReactionTime 25		
		  RenderStyle Normal
		  SeeSound "LFLMLOOP"
		  DeathSound "LFLMBOOM"
		  States
			  {
		   Spawn:
			TNT1 A 0
			TNT1 A 0 A_CountDown
			TNT1 AA 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION)	
			CRBL A 1 Bright  A_SpawnItemEx ("CrusaderFragFlare", 0, 0, 0, 0, 0, 0)
			TNT1 AA 0 A_SpawnItemEx("FlareSmoke",0,0,0,frandom(-0.5,0.5), frandom(-0.5,0.5),frandom(0.3,0.5),0,SXF_NOCHECKPOSITION)
			CRBL B 1 Bright  A_SpawnItemEx ("CrusaderFragFlare", 0, 0, 0, 0, 0, 0) 
 			Loop
		  Death:
			TNT1 AAA 0 A_SpawnItemEx ("AssSmoke2", 0, 0, 0)
			TNT1 AAAAAAAA 0 A_CustomMissile ("PyroCrusaderCluster", 0, 0, random (-45,45), CMF_AIMDIRECTION) 
			TNT1 A 0 A_Explode ((10),60)
		    TNT1 A 0 A_SpawnItemEx ("RedPBKabeem", 0,0,0,0,0,0)
			Stop
			  }
           }	

	

		Actor PyroCrusaderCluster
			 {
				projectile
				+MISSILE
				DamageType Fire
				-NOGRAVITY
				+BLOODSPLATTER
				+CANBOUNCEWATER
				+DONTHARMSPECIES
				RenderStyle Add
				+DOOMBOUNCE
				BounceCount 3
				BounceFactor 0.55
				Species "MaSSter" 
				gravity 0.22
				radius 2
				height 2
				speed 7
				scale 0.5
				damage (6)
				bouncesound ""
				Obituary "%o couldn't see the bloody bombs"
				states
					{
					Spawn:
					TNT1 A 0
					TNT1 A 0 A_SpawnItemEx("FlareSmoke",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)	
					FIFL A 2 Bright
					loop
					Death:
					TNT1 A 0
					TNT1 A 0 A_PlaySound("FWOOSH",0)
					TNT1 A 0 A_Explode((7),69, 0 ,0,60)
					TNT1 A 0 A_SpawnItemEx ("RedPBKabeem", 0,0,0,0,0,0)
					TNT1 A 0 A_SpawnItemEx ("CrusaderPilotFlame", 0, 0, 0, 0, 0, 0)
					TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 20
					stop
					}
				}



				Actor PlasmaStormCount : Inventory
					{
					 Inventory.Maxamount 35
					}
					
//----------------------------------------------------------------------PILOT------------------------------------------------

 actor CrusaderPilot 
{
  scale 1.0
  obituary "%o took hot shot from the fanatic pilot of the Pyro Crusader Mech"
  health 325
  radius 15
  height 54
  Translation "112:127=96:111", "128:143=5:8" 	
  Species "MASSTER"
  +DONTHARMSPECIES
  Species "CrusaderPilot"
  mass 100
  speed 10
  MinMissileChance 33
  Damage 1
  +LOOKALLAROUND	
  painchance 100
  Painchance "fire", 0
  DamageFactor "Fire", 0.0
  SeeSound "CrusPilot/see"
  PainSound "CrusPilot/pain"
  DeathSound "CRUPDE"
  ActiveSound "CrusPilot/active" 
  dropitem "Clip"
  Tag "Pyro Crusader Mech Pilot"
  MONSTER
  +FLOORCLIP
  states
  {
  Spawn:
    TNT1 A 0
	TNT1 A 0 A_SetScale (scaleX+frandom(-0.02, 0.02), scaleY+frandom(-0.04,0.04))
  Spawn2:	
    FEA3 C 10 A_Look
    loop
  See:
    TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	TNT1 A 0 A_Jump (30, "MissileCheck")
SeeLoop:
    TNT1 A 0 A_JumpIfCloser (250, "CheckDodge")
	TNT1 A 0 A_Jump (100, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    FEA3 AABBCCDD 3 A_Chase
	TNT1 A 0 A_CheckSight ("CheckReload")
    loop
CheckReload:
    TNT1 A 0 A_Jump (50, "CheckReload2")
 	Goto SeeLoop
CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("RevolverShotCounter", 6, "Reload")
	Goto SeeLoop
CheckDodge:
    TNT1 A 0 A_Jump (221, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	Goto SeeLoop+1
    DodgeLeft:
	    TNT1 A 0 A_FaceTarget
	    FEA3 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (20, "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))
	    FEA3 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (20, "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))
	    FEA3 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (20, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    FEA3 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)) 
	    FEA3 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)) 
	    FEA3 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+1
  MissileCheck:
	TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
    TNT1 A 0 A_Jump (125, "GranataCheck")	
    TNT1 A 0 A_JumpIfTargetInLos ("Missile")
    Goto SeeLoop+1
			Missile:
			    FEA3 E 6 A_FaceTarget
				TNT1 A 0 A_TakeInventory ("GrenadecoolDown", 1)
				TNT1 A 0 A_JumpIfCloser (350, "RapidFire")
				TNT1 A 0 A_JumpIfTargetInLos ("BurstFire", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 800, 351)
				TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 18, "Reload")
				TNT1 A 0 A_Playsound ("PA2PISTF")
				FEA3 F 3 BRIGHT A_CustomMissile ("InceGlockTracer", 38, 6, random (-1,1))
				TNT1 A 0 A_GiveInventory ("APistolShotCounter", 1)
				Goto SeeLoop
		    BurstFire:
			    FEA3 E 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 18, "Reload")
				TNT1 A 0 A_Playsound ("PA2PISTF")
				FEA3 F 1 BRIGHT A_CustomMissile ("InceGlockTracer", 38, 6, random (-2,2))
				TNT1 A 0 A_GiveInventory ("APistolShotCounter", 1)
				FEA3 E 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 18, "Reload")
				TNT1 A 0 A_Playsound ("PA2PISTF")
				FEA3 F 1 BRIGHT A_CustomMissile ("InceGlockTracer", 38, 6, random (-3,3))
				TNT1 A 1 A_GiveInventory ("APistolShotCounter", 1)
				FEA3 E 2 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 18, "Reload")
				TNT1 A 0 A_Playsound ("PA2PISTF")
				FEA3 F 1 BRIGHT A_CustomMissile ("InceGlockTracer", 38, 6, random (-5,5))
				TNT1 A 0 A_GiveInventory ("APistolShotCounter", 1)
			   Goto SeeLoop	
			RapidFire:
			    FEA3 E 3 A_FaceTarget
				TNT1 A 0 A_JumpIfInventory ("APistolShotCounter", 18, "Reload")
				TNT1 A 0 A_Playsound ("PA2PISTF")
				FEA3 F 1 BRIGHT A_CustomMissile ("InceGlockTracer", 38, 6, random (-4,4))
				TNT1 A 0 A_GiveInventory ("APistolShotCounter", 1)
			     Loop
			GranataCheck:
				TNT1 A 0 A_JumpIfTargetInLos ("Granata", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 150)
				Goto MissileCheck+2
			Granata:
				//TNT1 A 0 A_Print ("Granata")
				FEA3 E 3 A_FaceTarget
				TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
				FEA3 D 7 A_CustomMissile ("BlackHandGrenade", 42, 3, random (-5,5), CMF_OFFSETPITCH, random (10, 16))
				TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 1)
				Goto SeeLoop		
			Reload:
                FEA3 D 12 A_PlaySound ("GlokRel1")
	            TNT1 A 0 A_TakeInventory ("APistolShotCounter", 18)
	            FEA3 E 25 A_PlaySound ("GlokRel2")
	            FEA3 D 7 A_PlaySound ("GlokRel3")
				Goto SeeLoop
			  Pain:
				FEA3 G 3
				FEA3 G 3 A_Pain
				goto SeeLoop
			  Death:
				//TNT1 A 0 A_Jump(40, "Suren")
				FEA3 HIJK 3
				FEA3 L 4 A_Scream
				FEA3 M 4 A_NoBlocking
				FEA3 N 669
				FEA3 N 3 A_BossDeath
				FEA3 N -1
				stop
			  XDeath:
				TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				TNT1 A 0
				TNT1 A 0 A_XScream
				PGIB A 5 A_NoBlocking
				PGIB BCD 5
				PGIB E 669
				PGIB E 2 A_BossDeath
				PGIB E -1
				Stop
			  Idle:
				FEA3 AA 4 A_Wander
				FEA3 A 0 A_Look
				FEA3 BB 4 A_Wander
				FEA3 A 0 A_Look
				FEA3 CC 4 A_Wander
				FEA3 A 0 A_Look
				FEA3 DD 4 A_Wander
				FEA3 A 0 A_Look
				loop
			  }
			}		



		Actor InceGlockTracer 
			{
			Projectile
			Damage (4)
			DamageType Fire
			Species "MaSSter"
			+BLOODSPLATTER
			+FORCEXYBILLBOARD
			+DONTHARMSPECIES
			+DONTSPLASH 
			+NOEXTREMEDEATH
			radius 2
			height 2
			speed 20
			renderstyle Add
			alpha 0.9
			scale .15
			 States
				 {
				  Spawn:
					TNT1 A 0
					TNT1 A 0 A_SpawnItemEx ("IncRoundFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("LittleSparxBurst", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_Explode ((2), 64)
					TRAC A 3 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true)
					Loop
				  Death:
					TNT1 A 0 A_Playsound ("FWOOSH")
					TNT1 A 0 A_Playsound ("Bullet/Impact")
					TNT1 A 0 A_Jump (100, "D2")
					TNT1 A 0 A_SpawnItemEx ("CrusaderPilotFlame", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("LittleSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT
					FX57 CDEFGHI 1 BRIGHT
					Stop
				  D2:
					TNT1 A 0 A_SpawnItemEx ("LittleSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 A 0 A_SpawnItemEx ("CrusaderPilotFlame", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT
					FX58 CDEFGHI 1 BRIGHT
					Stop
				  XDeath:
					TNT1 A 0 A_Playsound ("FWOOSH")
					TNT1 A 0 A_SpawnItemEx ("CrusaderPilotFlame", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				    TNT1 A 0 A_SpawnItemEx ("LittleSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)			
					FIR3 ABCDEFGHIJKLMNOP 1 BRIGHT
					Stop	
				 }
			}



				Actor LittleSparxBurst  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.1
			   Speed 0
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    SPKS JKL 1 BRIGHT
							SPKS MNO 1 BRIGHT A_FadeOut (0.2)
						  Stop	
					   }
				}


				Actor LittleSparxExplosion  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.25
			   Speed 0
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    SPKS ABCDEF 1 BRIGHT
							SPKS GHI 1 BRIGHT A_FadeOut (0.2)
						  Stop	
					   }
				}	
			

			Actor CrusaderPilotFlame
			{
				//Projectile
				DamageType Fire
				//Damage (1)
				Radius 1
				Height 1
				RenderStyle Add
				Gravity 1.0
				//+Ripper
				-NOGRAVITY
				+NOBLOCKMAP
				+NOTELEPORT
				+DONTHARMSPECIES
				+NODAMAGETHRUST
				+DONTSPLASH
				+FLOORCLIP
				BounceCount 69
				BounceFactor 0
			    +THRUACTORS
				//+DOOMBOUNCE
				Reactiontime 2
				Speed 2
				States
				  {
				 Spawn:
					 TNT1 A 0	
					 TNT1 A 0 A_Playsound ("FIRESML", 6, 1.0, true)
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_AIMOFFSET, random (75, 175))  	
					 FLME A 1 BRIGHT A_SetScale(0.3)
					 FLME A 1 BRIGHT A_SetScale(0.4)
					 FLME B 1 BRIGHT A_SetScale(0.5)
					 FLME B 1 BRIGHT A_SetScale(0.6)
					 FLME C 1 BRIGHT A_SetScale(0.7)
					 FLME C 1 BRIGHT A_SetScale(0.8)
					 FLME D 1 BRIGHT A_SetScale(0.9)
					 FLME D 1 BRIGHT A_SetScale(1.0)
					 TNT1 A 0 A_Explode((3), 76, 0)
					 TNT1 A 0 A_Jump (100, 1)  	
					 TNT1 A 0 A_SetScale (-1.0, 1.0)
				 Spawn2:
					 TNT1 A 0  
					 TNT1 A 0 A_CustomMissile ("FlameSmoke", random(10, 15), 0, random (0, 360), CMF_AIMOFFSET, random (75, 175))
					 TNT1 A 0 A_Explode((5), 76, 0) 
					 FLME ABCDEFGHIJKLMN 1 Bright
					 TNT1 A 0 A_CountDown
					 //TNT1 A 0 A_GiveInventory ("FireCounter", 1)
					 //TNT1 A 0 A_JumpIfInventory ("FireCounter", 500, "Death")
					 Loop
				Death:
					TNT1 A 0 A_CustomMissile ("FlameSmoke", random(5, 10), 0, random (0, 360), CMF_AIMOFFSET, random (75, 175)) 	 
					FLME ABCDEFGHIJ 2 BRIGHT A_Explode((2), 16, 0)
					FLME K 1 BRIGHT A_SetScale(0.8)
					FLME K 1 BRIGHT A_FadeOut(0.2)
					TNT1 A 0 A_Explode((2), 8, 0)	
					FLME L 1 BRIGHT A_SetScale(0.4)
					FLME L 1 BRIGHT  A_FadeOut(0.3)
					TNT1 A 0 A_Explode((2), 8, 0)	
					FLME M 1 BRIGHT  A_SetScale(0.2)
					FLME M 1 BRIGHT  A_FadeOut(0.4)
					TNT1 A 0 A_Explode((2), 8, 0)	
					FLME N 1 BRIGHT  A_SetScale(0.1)
					FLME N 1 BRIGHT  A_FadeOut(0.5)
					TNT1 A 0 A_StopSound (6)
					Stop
					 }
			}			
		 	
