   Actor USNChoppa
      {
	  
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 80
  DropItem "PerkGlobe", 128
   DropItem "BossLifeEssence" 204 25
DropItem "BossArmorBonusMax" 204 1
DropItem "DemonEnergyLarge" 128 200
DropItem "SkullOfPower" 128
DropItem "DemonRune", 60
	  
  Health 3000
  Radius 128
  Height 100
  Mass 7000
  Speed 1
  PainChance 10
  Tag "USN (Para)military Helicopter"
  PainChance "Gluon", 0
  Painchance "Fire", 0
  BloodType "MetalSurface"
  Species "Masster"	
  Monster
  +NOPAIN	
  +BOSS
  -FLOAT
  -NOGRAVITY 	 	
  -FLOATBOB
  +BOSSDEATH
  +NOBLOODDECALS
  +NORADIUSDMG
  +missilemore
  +missileevenmore
  minmissilechance 10  
  SeeSound ""
  PainSound ""
  DeathSound ""
  ActiveSound ""
  Obituary "%o was hunted down by the USN Helicopter"
  scale 1.0
      States
          {
		   Spawn:
              HLCF E 10 A_Look
             Loop
           See:
		      TNT1 A 0 A_PlaySound ("HELSTAR") 
		      HLCF AAAAABBBBBCCCCCDDDDD 1
			  HLCF AAAABBBBCCCCDDDD 1
			  HLCF AAABBBCCCDDD 1
			  TNT1 A 0 A_ChangeFlag ("FLOAT", true)
			  TNT1 A 0 A_ChangeFlag ("FLOATBOB", true)
			  TNT1 A 0 A_ChangeFlag ("NOGRAVITY", true)
			  HLCF AABBCCDD 1 ThrustThingZ (0, 6, 0, 0)
			  HLCF ABCD 1 ThrustThingZ (0, 3, 0, 0)
			  TNT1 A 0 ThrustThingZ (0, 12, 0, 0)
			  TNT1 A 0 A_PlaySound ("HELILOP", CHAN_VOICE, 1.0, true)
			  TNT1 A 0 A_Playsound ("HELILOP2", 6, 1.0, true)
		   SeeLoop:
			   HLCF A 1 A_Chase
			   HLCF B 1 A_Recoil (-1)
			   HLCF C 1 A_Chase ("", "")
			   HLCF D 1 A_Recoil (-2)
			   TNT1 A 0 A_JumpIfCloser(700, "LightFallBack")
			   HLCF A 1 A_Chase
			   TNT1 A 0 A_Jump (125, 2)
			   TNT1 A 0 ThrustThingZ (0, 8, 0, 0)
			   TNT1 A 0 A_JumpIf (z <= floorz, "AltitudeUp")
			   HLCF B 1 A_Recoil (-4)
			   TNT1 A 0 A_Jump (66, "DodgeLeft", "DodgeRight")
			   HLCF C 1 A_Chase ("", "")
			   HLCF D 1 A_Recoil (-2)
			   TNT1 A 0 A_JumpIfCloser(700, "LightFallBack")
			   TNT1 A 0 //A_Jump (15, "UpAndDown")
			   HLCF A 1 A_Chase
			   HLCF B 1 A_Recoil (-1)
			   HLCF C 1 A_Chase ("", "")
			   HLCF D 1 A_Recoil (-2)
			   TNT1 A 0 A_JumpIfCloser(700, "FallBack")
			  Loop
	DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    HLCF ABCD 1 ThrustThing(angle*256/360+192, 6, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    HLCF ABCD 1 ThrustThing(angle*256/360+64, 6, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1	   
		   FallBack:
				HLCF ABCD 1 A_FaceTarget
				TNT1 A 0 A_Recoil(4)
				HLCF ABCD 1 ThrustThingZ (0, 9, 0, 0)
				HLCF ABCD 1 A_FaceTarget
				TNT1 A 0 A_Recoil(4)
				HLCF ABCD 1 A_FaceTarget
				TNT1 A 0 A_Recoil(4)
			  Goto MissileCheck
		  LightFallBack:
		        HLCF ABCD 1 A_FaceTarget
				TNT1 A 0 A_Recoil(2)
				HLCF ABCD 1 ThrustThingZ (0, 6, 0, 0)
				HLCF ABCD 1 A_FaceTarget
				TNT1 A 0 A_Recoil(2)
				HLCF ABCD 1 A_FaceTarget
				TNT1 A 0 A_Recoil(2)
			  Goto MissileCheck
		   AltitudeUp:
		      HLCF ABCD 1 ThrustThingZ (0, 8, 0, 0)
			 Goto SeeLoop
		   AltitudeUpHigh:
		      HLCF ABCDABCDABCD 1 ThrustThingZ (0, 8, 0, 0)
			 Goto SeeLoop	 
		   EvasiveAction:
		      TNT1 A 0
			  TNT1 A 0 A_Jump (256, "DodgeLeft", "DodgeRight")
		   MissileCheck:
		      TNT1 A 0
			  TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
			  TNT1 A 0 A_Jump (200, "CheckRocketBarrage")
			  TNT1 A 0 A_JumpIfTargetInLos ("Missile")
			 Goto SeeLoop
		   CheckRocketBarrage:
		      TNT1 A 0
			  TNT1 A 0 A_JumpIfTargetInLos ("RocketBarrage", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 420)
			  Goto SeeLoop
           Missile:
		      TNT1 A 0 A_TakeInventory ("ShotCounter", 75)
			  TNT1 A 0 A_TakeInventory ("EvasiveCounter", 40)
			  TNT1 A 0 A_TakeInventory ("HeliRockCounter", 10)
		      TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
			  HLCF ABCDABCDABCDABCDABCD 1 A_FaceTarget
			  //TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
			  //TNT1 A 0 A_Jump (200, "RocketBarrage")
			  TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1200)
			  TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 600)
			  TNT1 A 0 A_Jump (256, "Minigun", "AutoCannon")
			Goto SeeLoop
		   Minigun:
			    HLCF ABCD 1 A_FaceTarget
			  MinigunLoop:
			    TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,84,random (0,1))
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,-84,random (-1,0))
				HLCM A 1 BRIGHT A_FaceTarget
				TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("ShotCounter", 75, "MGReload")
				HLCF B 1 A_FaceTarget
				TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,84,random (0,1))
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,-84,random (-1,0))
				HLCM C 1 BRIGHT A_FaceTarget
				TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("ShotCounter", 75, "MGReload")
				HLCF D 1 A_FaceTarget
				TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,84,random (0,1))
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,-84,random (-1,0))
				HLCM A 1 BRIGHT A_FaceTarget
				TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("ShotCounter", 75, "MGReload")
				HLCF B 1 A_FaceTarget
				TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,84,random (0,1))
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,-84,random (-1,0))
				HLCM C 1 BRIGHT A_FaceTarget
				TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("ShotCounter", 75, "MGReload")
				TNT1 A 0 A_GiveInventory ("EvasiveCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("EvasiveCounter", 8, "EMinigun")
				HLCF D 1 A_FaceTarget
				TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
				Loop
		     EMinigun:
			    TNT1 A 0 A_TakeInventory ("EvasiveCounter", 8)
			 EMinigunLoop:	
			    HLCF D 1 A_FaceTarget
				TNT1 A 0 A_JumpIfInTargetLos ("EvasiveAction", 5, JLOSF_DEADNOJUMP)
				TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,84,random (0,1))
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,-84,random (-1,0))
				HLCM A 1 BRIGHT A_FaceTarget
				TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("ShotCounter", 75, "MGReload")
				HLCF B 1 A_FaceTarget
				TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,84,random (0,1))
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,-84,random (-1,0))
				HLCM C 1 BRIGHT A_FaceTarget
				TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("ShotCounter", 75, "MGReload")
				TNT1 A 0 A_MonsterRefire (2, "MGReload")
				Loop
		   CloseQuarters:
		        TNT1 A 0
				TNT1 A 0 A_Jump (100, "CQMinigun")
		   CQAutocannon:
		        HLCF ABCD 1 A_FaceTarget
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC A 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, 0)
				HLCF B 1 A_FaceTarget
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC C 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, random (-1,1), CMF_OFFSETPITCH, random (-1,1))
				TNT1 A 0 ThrustThingZ (0, 10, 0, 0)
				HLCF D 1 A_FaceTarget
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC A 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, random (-1,1), CMF_OFFSETPITCH, random (-1,3))
				TNT1 A 0 ThrustThingZ (0, 10, 0, 0)
				HLCF B 1 A_FaceTarget
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC C 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, random (-3,3), CMF_OFFSETPITCH, random (-3,1))
				TNT1 A 0 ThrustThingZ (0, 10, 0, 0)
				HLCF D 1 A_FaceTarget
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC A 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, random (-4,4), CMF_OFFSETPITCH, random (-4,4))
				TNT1 A 0 ThrustThingZ (0, 10, 0, 0)
				HLCF B 1 A_FaceTarget
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC C 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, random (-7,7), CMF_OFFSETPITCH, random (-6,6))
				TNT1 A 0 ThrustThingZ (0, 10, 0, 0)
				HLCF D 1 A_FaceTarget
				TNT1 A 0 ThrustThingZ (0, 4, 0, 0)
				HLCF ABCDABCD 1 A_Recoil (random (1,3))
				TNT1 A 0 A_Jump (180, "DodgeLeft", "Dodgeright")
			   Goto AltitudeUpHigh
			  CQMinigun:
			    HLCF ABCD 1 A_FaceTarget
				TNT1 A 0 A_JumpIfInTargetLos ("CQMinigunStrafe", 4, JLOSF_DEADNOJUMP)
			  CQMinigunLoop:
			    TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,84,random (0,1))
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,-84,random (-1,0))
				//TNT1 A 0 A_Recoil (2)
				HLCM A 1 BRIGHT A_FaceTarget
				TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("ShotCounter", 25, "MGReload")
				TNT1 A 0 A_Recoil (1)
				HLCF B 1 A_FaceTarget
				TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,84,random (0,1))
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,-84,random (-1,0))
				//TNT1 A 0 A_Recoil (2)
				HLCM C 1 BRIGHT A_FaceTarget
				TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("ShotCounter", 25, "MGReload")
				TNT1 A 0 A_Recoil (1)
				HLCF D 1 A_FaceTarget
				TNT1 A 0 A_MonsterRefire (2, "MGReload")
				Loop
			  CQMinigunStrafe:
			     TNT1 A 0 A_Jump (135, "CQMinigunStrafeRight")
			  CQMinigunStrafeLeft:
			    TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,84,random (0,1))
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,-84,random (-1,0))
				TNT1 A 0 A_FaceTarget
				TNT1 A 0 ThrustThing(angle*256/360+192, 6, 0, 0)
				HLCM A 1 BRIGHT A_FaceTarget
				TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("ShotCounter", 25, "MGReload")
				TNT1 A 0 A_FaceTarget
				TNT1 A 0 ThrustThing(angle*256/360+192, 6, 0, 0)
				HLCF B 1 A_FaceTarget
				TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,84,random (0,1))
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,-84,random (-1,0))
				TNT1 A 0 A_FaceTarget
				TNT1 A 0 ThrustThing(angle*256/360+192, 6, 0, 0)
				HLCM C 1 BRIGHT A_FaceTarget
				TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("ShotCounter", 25, "MGReload")
				TNT1 A 0 A_FaceTarget
				TNT1 A 0 ThrustThing(angle*256/360+192, 6, 0, 0)
				HLCF D 1 A_FaceTarget
				TNT1 A 0 A_MonsterRefire (2, "MGReload")
				Loop
			  CQMinigunStrafeRight:
			    TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,84,random (0,1))
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,-84,random (-1,0))
				TNT1 A 0 A_FaceTarget
				TNT1 A 0 ThrustThing(angle*256/360+64, 6, 0, 0)
				HLCM A 1 BRIGHT A_FaceTarget
				TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("ShotCounter", 25, "MGReload")
				TNT1 A 0 A_FaceTarget
				TNT1 A 0 ThrustThing(angle*256/360+64, 6, 0, 0)
				HLCF B 1 A_FaceTarget
				TNT1 A 0 A_PlaySound ("MSTRFIRE", 1, 1.0, false, 0.1)
				TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,84,random (0,1))
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,-84,random (-1,0))
				TNT1 A 0 A_FaceTarget
				TNT1 A 0 ThrustThing(angle*256/360+64, 6, 0, 0)
				HLCM C 1 BRIGHT A_FaceTarget
				TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("ShotCounter", 25, "MGReload")
				TNT1 A 0 A_FaceTarget
				TNT1 A 0 ThrustThing(angle*256/360+64, 6, 0, 0)
				HLCF D 1 A_FaceTarget
				TNT1 A 0 A_MonsterRefire (2, "MGReload")
				Loop
		   AutoCannon:
		        HLCF ABCD 1 A_FaceTarget
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC A 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, 0)
				HLCF B 1 A_FaceTarget
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC C 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, random (-1,1), CMF_OFFSETPITCH, random (-1,1))
				HLCF D 1 A_FaceTarget
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC A 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, random (-1,1), CMF_OFFSETPITCH, random (-1,3))
				HLCF B 1 A_FaceTarget
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC C 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, random (-3,3), CMF_OFFSETPITCH, random (-3,1))
				HLCF D 1 A_FaceTarget
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC A 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, random (-4,4), CMF_OFFSETPITCH, random (-4,4))
				HLCF B 1 A_FaceTarget
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC C 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, random (-7,7), CMF_OFFSETPITCH, random (-6,6))
				HLCF D 1 A_FaceTarget
			   Goto SeeLoop
		   LongRange:
		       TNT1 A 0
			   TNT1 A 0 A_Jump (100, "LRMinigun")
		   LRAutoCannon:
		       HLCF ABCDABCD 1 A_FaceTarget
		   LRAutoCannonLoop:
		        HLCF ABCD 1 A_FaceTarget
		        TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC B 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, 0)
				HLCF BCDA 1 A_FaceTarget
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC B 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, random (-1,1), CMF_OFFSETPITCH, random (-1,1))
				HLCF CDAB 1 A_FaceTarget
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC C 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, random (-1,1), CMF_OFFSETPITCH, random (-1,1))
				HLCF DABC 1 A_FaceTarget
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC D 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, random (-1,1), CMF_OFFSETPITCH, random (-1,1))
				TNT1 A 0 A_GiveInventory ("HeliACCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("HeliACCounter", 40, "ACReload")
				TNT1 A 0 A_GiveInventory ("EvasiveCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("EvasiveCounter", 6, "ELRAutoCannonLoop")
				TNT1 A 0 A_MonsterRefire (2, "ACReload")
			   Loop
		   ELRAutoCannonLoop:
		        HLCF ABCD 1 A_FaceTarget
		        TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC B 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, 0)
				HLCF BCDA 1 A_FaceTarget
				TNT1 A 0 A_JumpIfInTargetLOs ("EvasiveAction", 5, JLOSF_DEADNOJUMP)
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC B 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, random (-1,1), CMF_OFFSETPITCH, random (-1,1))
				HLCF CDAB 1 A_FaceTarget
				TNT1 A 0 A_JumpIfInTargetLOs ("EvasiveAction", 5, JLOSF_DEADNOJUMP)
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC C 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, random (-1,1), CMF_OFFSETPITCH, random (-1,1))
				HLCF DABC 1 A_FaceTarget
				TNT1 A 0 A_JumpIfInTargetLOs ("EvasiveAction", 5, JLOSF_DEADNOJUMP)
				TNT1 A 0 A_Playsound ("30MMCHA")
				HLCC D 1 BRIGHT A_CustomMissile ("HeliACTracer", 0, 0, random (-1,1), CMF_OFFSETPITCH, random (-1,1))
				TNT1 A 0 A_GiveInventory ("HeliACCounter", 1)
				TNT1 A 0 A_JumpIfInTargetLOs ("EvasiveAction", 5, JLOSF_DEADNOJUMP)
				TNT1 A 0 A_JumpIfInventory ("HeliACCounter", 40, "ACReload")
				TNT1 A 0 A_MonsterRefire (2, "ACReload")
			   Loop	    
		   LRMinigun:
			    HLCF ABCD 1 A_FaceTarget
			  LRMinigunLoop:
			    TNT1 A 0 A_PlaySound ("MSTRFIRE", 1)
				TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,84)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,-84)
				HLCM A 1 BRIGHT A_FaceTarget
				TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("ShotCounter", 15, "MGReload")
				HLCF B 1 A_FaceTarget
				TNT1 A 0 A_PlaySound ("MSTRFIRE", 1)
				TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,84)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,-84)
				HLCM C 1 BRIGHT A_FaceTarget
				TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("ShotCounter", 15, "MGReload")
				HLCF D 1 A_FaceTarget
				TNT1 A 0 A_PlaySound ("MSTRFIRE", 1)
				TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,84)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,-84)
				HLCM A 1 BRIGHT A_FaceTarget
				TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("ShotCounter", 15, "MGReload")
				HLCF B 1 A_FaceTarget
				TNT1 A 0 A_PlaySound ("MSTRFIRE", 1)
				TNT1 A 0 A_PlaySound ("MNGFF", 6, 0.5, 0)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,84)
				TNT1 A 0 A_CustomMissile ("USNHoverTracer",44,-84)
				HLCM C 1 BRIGHT A_FaceTarget
				TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
				TNT1 A 0 A_JumpIfInventory ("ShotCounter", 15, "MGReload")
				HLCF D 1 A_FaceTarget
				TNT1 A 0 A_MonsterRefire (2, "MGReload")
				Loop	   
		   RocketBarrage:
		      TNT1 A 0
			  //TNT1 A 0 A_JumpIfTargetInLos ("PreciseBarrage", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1000)
			  HLCF ABCDABCD 1 A_FaceTarget
			 RocketBarrageLoop:
			  HLCF ABCDA 1 A_FaceTarget
			  TNT1 A 0 A_PlaySound ("HELUROCK")
			  HLCR BCD 1 BRIGHT A_CustomMissile ("GreenHeliUnguidedrocket", 48, 75, random (-8,8), CMF_OFFSETPITCH, random (-6,6))
			  TNT1 A 0 A_CustomMissile ("GreenHeliUnguidedrocket", 48, -75, random (-8,8), CMF_OFFSETPITCH, random (-6,6))
			  TNT1 A 0 A_GiveInventory ("HeliRockCounter", 1)
			  TNT1 A 0 A_JumpIfInventory ("HeliRockCounter", 10, "RocketReload")
			  TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
			 Loop
		   MGReload:
		      TNT1 A 0 A_StopSound (1)
		      TNT1 A 0 A_TakeInventory ("ShotCounter", 75)
			  HLCF ABCD 1 A_Recoil (random(1,2))
			 Goto SeeLoop
		   RocketReload:
		      TNT1 A 0 A_StopSound (1)
			  TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 3)
		      TNT1 A 0 A_TakeInventory ("HeliRockCounter", 10)
			  HLCF ABCD 1 A_Recoil (random(1,2))
			 Goto SeeLoop
		   ACReload:
		      TNT1 A 0 A_StopSound (1)
		      TNT1 A 0 A_TakeInventory ("HeliACCounter", 40)
			  HLCF ABCD 1 A_Recoil (random(-6,-4))
			  TNT1 A 0 A_SetAngle (random(angle-30,angle+30))
			  HLCF ABCD 1 ThrustThingZ (0, 8, 0, 0)
			 Goto SeeLoop	 
         Pain:
		     HLCF ABCD 1
             HLCF ABCD 1 A_Pain
            Goto EvasiveActionа
         Death:
             TNT1 A 0
			 TNT1 A 0 A_StopSound (CHAN_VOICE)
			 TNT1 A 0 A_StopSound (6)
			 TNT1 A 0 A_ChangeFlag ("NOGRAVITY", false)
             TNT1 A 0 A_ChangeFlag ("QuarterGravity", true)
			 TNT1 A 0 A_Scream
			 TNT1 A 0 A_Recoil (random (6,8))
			 TNT1 A 0 A_NoBlocking
		 Falling:
		    HLCF AB 1 A_CustomMissile ("ExplosionFlameCloud", 32, 0, random (0, 360), 2, random (0, 180))
			TNT1 A 0 A_CustomMissile ("AssSmoke2", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_SetAngle (angle+random(-45,45))
			HLCF CD 1 A_CustomMissile ("ExplosionFlameCloud", 32, 0, random (0, 360), 2, random (0, 180))
			TNT1 A 0 A_CustomMissile ("AssSmoke2", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_SetAngle (angle+random(-45,45))
			TNT1 A 0 A_GiveInventory ("HeliDedCounter", 1)
			TNT1 A 0 A_JumpIfInventory ("HeliDedCounter", 25, "NotAHappyLanding")
			TNT1 A 0 A_CheckFloor("NotAHappyLanding")
			Loop
		NotAHappyLanding:
			TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", random (-20,30), random (-50,50), random (0,35), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", random (-50,40), random (-50,50), random (0,35), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 AAAAAA 0 A_CustomMissile ("AssSmoke2", 0, 0, random (0, 360), 2, random (0, 360))
			TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", random (-20,30), random (-50,50), random (0,35), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", random (-50,40), random (-50,50), random (0,35), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", random (-20,30), random (-50,50), random (0,35), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 A 0 A_SpawnItemEx ("BigTinCanExplosion", random (-50,40), random (-50,50), random (0,35), 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
			TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlameCloud", 32, random (-20,20), random (0, 360), 2, random (0, 180))
			TNT1 A 0 A_PlaySound("misc/boom")
			TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
			TNT1 A 0 A_PlaySound("BIGBOOM", 3)
			TNT1 AAAAAA 0 A_CustomMissile ("CrapMetal", 96, 0, random (0, 360), 2, random (0, 180))
			TNT1 AAAAAA 0 A_CustomMissile ("CrapMetal", 96, 0, random (0, 360), 2, random (0, 180))
			 TNT1 A 300	
			 TNT1 A -1 A_BossDeath
           Stop   
          }
      }
	  
	  
	  
	  
	  
	       Actor HeliACTracer 
				{
				Projectile
				Damage (8)
				+FORCEXYBILLBOARD
				+DONTSPLASH
				+BLOODSPLATTER 
				+NOEXTREMEDEATH
				radius 2
				height 2
				speed 40
				renderstyle Add
				alpha 0.9
				scale .45
				 States
					 {
					  Spawn:
						TRAC A 1 Bright
						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((12),75,0 ,0,40)
						TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
						TNT1 A 0 A_CustomMissile ("AssSmoke2", 0, 0, random (0, 360), 2, random (0, 360))
						TNT1 A 0 A_SpawnItemEx("CSMiniMissileShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
						TNT1 A 1 Radius_Quake (2,4,0,7,0)
						TNT1 A 20
					  stop	
					 }
				  }   
			
		 
		 
		 
		 
		 
			actor GreenHeliUnguidedRocket  
				{
				projectile
				+MISSILE
				+BLOODSPLATTER
				Translation "128:151=96:111", "123:127=96:111", "64:79=96:111"
				Species "Masster"
				+DONTHARMSPECIES
				radius 3
				height 3
				missiletype "FlareSmoke"
				missileheight 8
				scale 0.88
				speed 30
				damage (10)
				Obituary "%o is now a rocket-man!"
				states
					{
					Spawn:
					TNT1 A 0 A_Playsound ("rockfly",7,1.0,true)
					TNT1 A 0 A_SpawnItemEx("BiggerRocketTrail",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					HEMI A 1 Bright A_SpawnItemEx("Flaresmoke",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
					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((35),125, 0 ,0,40)
					TNT1 A 0 Bright A_SpawnItemEx ("CobraSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					TNT1 AAAAA 0 A_CustomMissile ("ArtilExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
					TNT1 A 0 A_SpawnItemEx("CSMiniMissileShockwave",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 EvasiveCounter : Inventory
					{
					 Inventory.Maxamount 40
					}
					
				
				Actor HeliRockCounter : Inventory
					{
					 Inventory.Maxamount 10
					}
					
				
				Actor HeliACCounter : Inventory
					{
					 Inventory.Maxamount 40
					}
					
				
				
				Actor HeliDedCounter : Inventory
					{
					 Inventory.Maxamount 40
					}
					
					
		