Actor WazardGunner : GenericHumanScum 12600
   {
  scale 1.0
  +NODROPOFF
  MaxDropoffHeight 69
  obituary "%o was lethally enchanted with magic bullets by wazard gunner"
  health 80
  radius 15
  height 54
  Species "Secret"
+DONTHARMSPECIES
  mass 800
  speed 10
  Damage 2
  painchance 150
  SeeSound "Wazard/See"
  PainSound "Wazard/Pain"
  DeathSound "Wazard/Death"
  ActiveSound "Wazard/Active"
  dropitem "Clip"
  Tag "Wazard Gunner"
  MONSTER
  +FLOORCLIP
         States
		      {
			   Spawn:
			        MGCM A 3 A_Look
				   Loop
			   See:
					TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
					TNT1 A 0 A_Jump (180, "MissileCheck")
			   SeeLoop:
			        MGCM AABBCCDD 3 A_Chase
				   Loop
					DodgeLeft:
						TNT1 A 0 A_FaceTarget
						MGCM 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))
						MGCM 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))
						MGCM 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
						MGCM 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)) 
						MGCM 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)) 
						MGCM 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:
			        MGCM D 10 A_FaceTarget	
			   MissileLoop:		
					MGCM EF 1 Bright
					TNT1 A 0 A_Playsound ("WAZSHOT", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_CustomMissile ("WazardTracer", 34, 8, random (-5,5))	
					MGCM EF 3 Bright A_CPosRefire
				   Loop
			  StopThat:
			        TNT1 A 0 A_StopSound (CHAN_WEAPON)
					Goto SeeLoop	   
				Pain:
				    MGCM G 6 A_Pain
					TNT1 A 0 A_StopSound (CHAN_WEAPON)
				   Goto SeeLoop
				Death:
				    TNT1 A 0 A_StopSound (CHAN_WEAPON)
				    MGCM O 4 A_Scream
					TNT1 A 0 A_SpawnItemEx ("WazardExplosion", 0, 0, 0, 0, 0, 0)
					MGCM P 4 A_Noblocking
				 XDeath:
					TNT1 A 0
					TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					MGCM Q 2 
					MGCM R 5 
					MGCM S 5
					MGCM T -1
					Stop	
		}
   }
   
   
   
	   
	   Actor WazardTracer 
		{
		Projectile
		Damage (6)
		+FORCEXYBILLBOARD
		+DONTSPLASH
		+BLOODSPLATTER 
		+NOEXTREMEDEATH
		radius 2
		height 2
		speed 20
		renderstyle Add
		alpha 0.9
		scale .15
		 States
			 {
			  Spawn:
				TNT1 A 0 
				TNT1 A 0 A_SpawnItemEx ("MagicRoundFlare", 0, 0, 0, 0, 0, 0)
				TRAC A 1 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true)
				Loop
			  Death:
				TNT1 A 0 A_Playsound ("Bullet/Impact")
				TNT1 A 0 A_Jump (100, "D2")
				FX57 CDEFGHI 1 BRIGHT
				Stop
			  D2:
				FX58 CDEFGHI 1 BRIGHT
				Stop
			  XDeath:
				TNT1 A 1
				Stop	
			 }
		}
	   
	   
	   
	   
	   
	   Actor MagicRoundFlare
      {
	   +NOINTERACTION
	   +NOBLOCKMAP
	   +CLIENTSIDEONLY
	   Scale 0.2
	   Alpha 0.8
	   RenderStyle Add
	   +BRIGHT
	        States
			   {
			    Spawn:
				  HSPB A 2 BRIGHT A_FadeOut (0.04)
	             Stop
				}
	  
	  }
	  
	  
	  
	  Actor WazardExplosion
                  {
				   +NOINTERACTION
				   +CLIENTSIDEONLY
		   RenderStyle Add
		   Scale 1.35
		   Projectile
		    States
			     {
				 Spawn:
				  TNT1 A 0 
				  TNT1 A 0 A_PlaySound("misc/boom",0)
				  TNT1 AAAAAA 0 A_SpawnItemEx ("CSMiniMissileBoomSmoke", random (-10,10), random (-10,10), random (10,32), random (0,2), random(0,2), random(0,2))	 
                  EXPG AAAABBBBCCCCDDDDEEEEFFFFGGGG 1 Bright
				  Stop
				 
				 }
				 
}				
	  