Actor UACBaseMarine
{
 Monster
 Health 350
 Radius 9
 Height 56
 Speed 13
 PainChance 127
 MaxDropOffHeight 32
 MaxStepHeight 32
 Species "Player"
 DamageFactor "Player", 0.0
 DamageFactor "Players", 0.0
 DamageFactor "PlayerNemesisPlasma", 0.0
 DamageFactor "PlayerDevTracer", 0.0
 DamageFactor "PlayerExplosive", 0.0
 DamageFactor "PlayerDTRG", 0.0
 DamageFactor "DTRailgun", 0.0
 DamageFactor "PDTBFGTracer", 0.0
 DamageFactor "LegendaryPlayer", 0.0
 DamageFactor "LegendaryGuruPlayer", 0.0
 DamageFactor "PDTPuff", 0.0
 DamageFactor "PlayerTear", 0.0
 DamageFactor "PlayerDBFG2", 0.0
 DamageFactor "PlayerDBFG10K2", 0.0
 DamageFactor "PlayerDevBall", 0.0
 DamageFactor "PlayerDevBall2", 0.0
 DamageFactor "PDTBFG", 0.0
 DamageFactor "DiscoBFG", 0.0 
 SeeSound "marine/see"
 ActiveSound "marine/active"
 PainSound "marine/pain"
 DeathSound "marine/death"
 Obituary "%o was killed by a friendly marine."
 MinMissileChance 1
 DamageFactor 0.55
 RadiusDamageFactor 0.55
 +NODROPOFF
 +FRIENDLY
 +QUICKTORETALIATE
 +DONTHARMSPECIES
 +DONTHARMCLASS
 +MISSILEMORE
 +MISSILEEVENMORE
 +NOBLOCKMONST
 +FLOORCLIP
 +NOTIMEFREEZE
 +THRUSPECIES
 var int user_minefield;
 States
 {
  Spawn:
	"####" A 1
	Stop
  See:
	"####" A 0 A_JumpIfTargetInLOS("Strafing")
	"####" AABB 3 A_Chase
	"####" A 0 A_Jump(16,"GiveUp")
	"####" A 0 A_Jump(6,"MineField")
	"####" A 0 A_SpawnItem("FootStep",0,0,0,0)
	"####" CCDD 3 A_Chase
	"####" A 0 A_SpawnItem("FootStep",0,0,0,0)
	Loop
  Idle:
	"####" A 0 A_Jump(48,"Find")
	"####" A 0 A_SpawnItem("FootStep",0,0,0,0)
	"####" A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)
	"####" AABB 3 A_GiveInventory("AIPatroling",1)
	"####" A 0 A_Jump(6,"MineField")
	"####" C 0 A_SpawnItem("FootStep",0,0,0,0)
	"####" A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)
	"####" CCDD 3 A_GiveInventory("AIPatroling",1)
	Loop
  Missile:
	"####" A 1
	Stop
  Strafing:
	"####" A 0 A_SpawnItem("FootStep",0,0,0,0)
	"####" A 0 A_Chase("","Missile",CHF_DONTMOVE)
	"####" A 3 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Chase("","Missile",CHF_DONTMOVE)
	"####" A 3 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Chase("","Missile",CHF_DONTMOVE)
	"####" B 3 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Chase("","Missile",CHF_DONTMOVE)
	"####" B 3 A_GiveInventory("AIStrafing",1)
	"####" C 0 A_SpawnItem("FootStep",0,0,0,0)
	"####" A 0 A_Chase("","Missile",CHF_DONTMOVE)
	"####" C 3 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Chase("","Missile",CHF_DONTMOVE)
	"####" C 3 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Chase("","Missile",CHF_DONTMOVE)
	"####" D 3 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Chase("","Missile",CHF_DONTMOVE)
	"####" D 3 A_GiveInventory("AIStrafing",1)
	"####" "#" 1 A_Jump(256,"See")
	Wait
  FragGrenade:
	PLA1 E 1 A_JumpIfCloser(1000,2)
	PLA1 A 0 A_Jump(256,"Missile")
	PLA1 E 0 A_JumpIfCloser(280,"LandMine")
	PLA1 E 6 A_GiveInventory("AIStrafing",1)
	PLA1 EEE 4 A_GiveInventory("AIStrafing",1)
	PLA1 A 0 A_GiveInventory("AIStrafing",1)
	PLA1 E 6 A_CustomMissile("MThrownGrenade",32,0,0,2,10)
	PLA1 E 1 A_Jump(256,"See")
	Wait
  LandMine:
	PLA1 E 1 A_JumpIfCloser(500,1)
	Goto FragGrenade
	PLA1 E 0 A_Jump(127,"SpringMine")
	PLA1 E 3 A_GiveInventory("AIStrafing",1)
	PLA1 EE 4 A_GiveInventory("AIStrafing",1)
	PLA1 A 0 A_GiveInventory("AIStrafing",1)
	PLA1 E 6 A_CustomMissile("MarineThrownMine",32,0,0,2,10)
	PLA1 E 1 A_Jump(256,"See")
	Wait
  SpringMine:
	PLA1 E 3 A_GiveInventory("AIStrafing",1)
	PLA1 EE 4 A_GiveInventory("AIStrafing",1)
	PLA1 A 0 A_GiveInventory("AIStrafing",1)
	PLA1 E 6 A_CustomMissile("MarineSpringMineSet",32,0,0,2,10)
	PLA1 E 1 A_Jump(256,"See")
	Wait
  MineField:
	PLA1 E 1
	PLA1 E 1 A_SetUserVar("user_minefield",0)
	PLA1 E 0 A_SetUserVar("user_minefield",user_minefield+1)
	PLA1 E 0 A_Jump(127,3)
	PLA1 E 12 A_CustomMissile("MarineThrownMine",32,0,0,2,15)
	PLA1 E 0 A_Jump(256,2)
	PLA1 E 12 A_CustomMissile("MarineSpringMineSet",32,0,0,2,22)
	PLA1 A 12 A_SetAngle(random(0,360))
	PLA1 A 3 A_JumpIf(user_minefield >= 4,"See")
	PLA1 A 3 A_Jump(192,"See")
	Goto MineField+2
	PLA1 A 1 A_Jump(256,"See")
	Wait
  Find:
	"####" "#" 0 ACS_NamedExecuteAlways("Find Master Player",0)
	"####" "#" 1 A_Jump(256,"Idle")
	Wait
  GiveUp:
	PLA1 A 0 A_SpawnItemEx("TeleportFog",0,0,0,0,0,0,0)
	PLA1 A 10 A_ClearTarget
	"####" "#" 1 A_Jump(256,"Idle")
	Wait
  Death:
	PLA1 I 10 A_Scream
	PLA1 J 10 A_NoBlocking
	PLA1 KLM 10
	PLA1 N -1
	Stop
  XDeath:
	PLAY O 5
	PLAY P 5 A_XScream
	PLAY Q 0 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	PLAY Q 5 A_NoBlocking
	PLAY RSTUV 5
	PLAY W -1
	Stop
 }
}

Actor UACHeavyMarine : UACBaseMarine
{
  DamageFactor 0.35
  RadiusDamageFactor 0.35
  Health 500
  var int user_protection;
}


Actor AIPatroling : AIStrafing
{
 States
 {
  Pickup:
	NULL A 1
	NULL A 1 NoiseAlert(0,0)
	NULL A 1 A_JumpIf(velx != 0 || vely != 0,2)
	NULL A 1 A_Jump(256,2)
	NULL A 1 A_Jump(235,5)
	NULL A 1 A_JumpIfInventory("StrafeSens",1,3)
	NULL A 1 A_GiveInventory("StrafeSens",1)
	NULL A 1 A_Jump(256,2)
	NULL A 1 A_TakeInventory("StrafeSens",1)
	NULL A 1 A_JumpIfInventory("StrafeSens",1,3)
	NULL A 1 ThrustThing(angle*256/360+38.7,4,0,0)
	NULL A 1 A_Jump(256,2)
	NULL A 1 ThrustThing(angle*256/360+38.7,-4,0,0)
	NULL A 1 A_Jump(200,2)
	NULL A 1 A_SetAngle(random(0,359))
	NULL A 1 A_Jump(90,2)
	NULL A 1 A_Recoil(-1)
	Stop
	NULL A 1 A_Recoil(1)
	Stop
 }
}

Actor StrafeSens : Inventory{Inventory.MaxAmount 1}

Actor MarineBulletPuff : ModdedBulletPuff Replaces ModdedBulletPuff 
{
 DamageType "Marine"
 +MTHRUSPECIES
 +FRIENDLY
}

Actor MThrownGrenade : ThrownGrenade 
{
 +FRIENDLY
 Damagetype "Players"
}

ACTOR MarineThrownMine: ThrownMine
{
 +FRIENDLY
 Damagetype "Players"
 States
 {
  Spawn:
	LMIN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_CheckFloor("Death")
	LMIN BBBBBBBBBB 1 Bright A_CheckFloor("Death")
	TNT1 A 0 A_CountDown
	Loop
  Death:
	TNT1 A 0 A_Stop
	TNT1 A 0 A_Scream
	TNT1 A 0 A_ChangeFlag(NOINTERACTION,1)
	LMIN A 1 A_CustomMissile("MarineLiveMine",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
	TNT1 A 5 A_AlertMonsters(128)
	Stop
 }
}

ACTOR MarineLiveMine: LiveMine
{
 +FRIENDLY
 Damagetype "Players"
}


Actor MarineSpringMineSet: SpringMineSet
{
 +FRIENDLY
 Damagetype "Players"
 States
{
  Spawn:
	SPMN A 1 Bright A_CountDown
	Loop
  Death:
	TNT1 A 0 A_Stop
	TNT1 A 1 A_ChangeFlag(NOINTERACTION,1)
	TNT1 A 1 Bright A_CustomMissile("MarineSpringMineActive",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)
	Stop
 }
}

Actor MarineSpringMineActive: SpringMineActive
{
 Obituary "$DrMarineSprintMineObit"
 Tag "$DrMarineSprintMine"
}

Actor UACGuyAR : UACBaseMarine
{
 AttackSound "weapons/assaultrifle"
 Tag "$DrUACGuyAR"
 Translation "112:127=80:111"
 DropItem "AssaultRifle" 256 1
 DropItem "BulletBox" 256 100
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PLAY A 0 NoDelay ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	TNT1 A 0 ACS_NamedExecuteAlways("Marine Healing Script",0)
	PLAY A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	"####" A 0 A_JumpIfCloser(750,"Close")
  Far:
	PLAY EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PLAY F 2 Bright A_CustomBulletAttack(15.4,0,1,5,"MarineBulletPuff")
	PLAY E 2 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PLAY F 2 Bright A_CustomBulletAttack(15.4,0,1,5,"MarineBulletPuff")
	PLAY E 2 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PLAY F 2 Bright A_CustomBulletAttack(15.4,0,1,5,"MarineBulletPuff")
	"####" A 0 A_Jump(16,"See")
	"####" A 0 A_CPosRefire
	PLAY EE 5 A_GiveInventory("AIStrafing",1)
	Goto Far+2
  Close:
	PLAY EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PLAY F 2 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"MarineBulletPuff")
	"####" A 0 A_Jump(16,"See")
	"####" A 0 A_CPosRefire
	PLAY E 3 A_GiveInventory("AIStrafing",1)
	Goto Close+2
  Pain:
	PLAY G 3 A_GiveInventory("AIStrafing",1)
	PLAY G 3 A_Pain
	Goto See
 }
}

Actor UACGuyMachinegun : UACBaseMarine
{
 AttackSound "SpecOpsZombie/Machinegun"
 Tag "$DrUACGuyMachinegun"
 Translation "112:127=80:111"
 DropItem "AssaultRifle" 256 1
 DropItem "BulletBox" 256 100
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PSMG A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PSMG A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	"####" A 0 A_JumpIfCloser(750,"Close")
  Far:
	MGMR EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	MGMR F 2 Bright A_CustomBulletAttack(6,4,1,Random(1,5)*3,"MarineBulletPuff")
	MGMR E 2 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	MGMR F 2 Bright A_CustomBulletAttack(6,4,1,Random(1,5)*3,"MarineBulletPuff")
	MGMR E 2 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	MGMR F 2 Bright A_CustomBulletAttack(6,4,1,Random(1,5)*3,"MarineBulletPuff")
	MGMR E 2 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	MGMR F 2 Bright A_CustomBulletAttack(6,4,1,Random(1,5)*3,"MarineBulletPuff")
	MGMR E 2 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(16,"See")
	"####" A 0 A_CPosRefire
	MGMR E 5 A_GiveInventory("AIStrafing",1)
	Goto Far+2
  Close:
	MGMR EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	MGMR F 2 Bright A_CustomBulletAttack(11,8,1,random(1,5)*3,"MarineBulletPuff")
	"####" A 0 A_Jump(16,"See")
	"####" A 0 A_CPosRefire
	MGMR E 3 A_GiveInventory("AIStrafing",1)
	Goto Close+2
  Pain:
	MGMR G 3 A_GiveInventory("AIStrafing",1)
	MGMR G 3 A_Pain
	Goto See
 }
}

Actor UACGuyMP40 : UACBaseMarine
{
 AttackSound "MP40/Fire"
 Tag "$DrUACGuyMP40"
 Translation "112:127=80:111"
 DropItem "MP-40" 256 1
 DropItem "BulletBox" 256 100
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PSMG A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PSMG A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
  Normal:
	PSMG EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PSMG F 2 Bright A_CustomBulletAttack(11,8,1,random(3,7)*3,"MarineBulletPuff")
	"####" A 0 A_Jump(16,"See")
	"####" A 0 A_CPosRefire
	PSMG E 3 A_GiveInventory("AIStrafing",1)
	Goto Normal+2
  Pain:
	PSMG G 3 A_GiveInventory("AIStrafing",1)
	PSMG G 3 A_Pain
	Goto See
 }
}

Actor UACGuyPistols : UACBaseMarine
{
 AttackSound "weapons/tpfire"
 Tag "$DrUACGuyPistols"
 Translation "112:127=80:111"
 DropItem "Handgun" 256 1
 DropItem "Handgun" 128 1
 DropItem "BulletBox" 256 100
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	DU3L A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	DU3L A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
  Normal:
	DU3L EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	DU3L F 4 Bright A_CustomBulletAttack(22.5,0,2,random(1,5)*3,"MarineBulletPuff")
	DU3L E 3 A_GiveInventory("AIStrafing",2)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	DU3L F 4 Bright A_CustomBulletAttack(22.5,0,2,random(1,5)*3,"MarineBulletPuff")
	DU3L E 3 A_GiveInventory("AIStrafing",2)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	DU3L F 4 Bright A_CustomBulletAttack(22.5,0,2,random(1,5)*3,"MarineBulletPuff")
	DU3L E 3 A_GiveInventory("AIStrafing",2)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	DU3L F 4 Bright A_CustomBulletAttack(22.5,0,2,random(1,5)*3,"MarineBulletPuff")
	DU3L E 3 A_GiveInventory("AIStrafing",2)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	DU3L F 4 Bright A_CustomBulletAttack(22.5,0,2,random(1,5)*3,"MarineBulletPuff")
	DU3L E 3 A_GiveInventory("AIStrafing",2)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	DU3L F 4 Bright A_CustomBulletAttack(22.5,0,2,random(1,5)*3,"MarineBulletPuff")
	DU3L E 3 A_GiveInventory("AIStrafing",1)
	Goto See
  Pain:
	DU3L G 3 A_GiveInventory("AIStrafing",1)
	DU3L G 3 A_Pain
	Goto See
 }
}

Actor UACGuyASG : UACBaseMarine
{
 AttackSound "AShotgun/Fire"
 Tag "$DrUACGuyASG"
 Translation "112:127=80:111"
 DropItem "AssaultShotgun" 256 1
 DropItem "NewShellBox" 256 40
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PASG A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PASG A 10 A_Look
	Goto Idle
  Missile:
	PASG E 0 A_Jump(65,"FragGrenade","LandMine")
	PASG EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("ShellCasing", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)
	"####" AAAA 0 A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
	PASG F 4 Bright A_CustomBulletAttack(22.5,0,5,Random(1,4)*3,"MarineBulletPuff")
	"####" A 0 A_Jump(40,"Pause")
	"####" A 0 A_CPosRefire
	PASG EE 4 A_GiveInventory("AIStrafing",1)
	Goto Missile+3
  Pause:
	PASG EEEE 5 A_GiveInventory("AIStrafing",1)
	Goto See
  Pain:
	PASG G 3 A_GiveInventory("AIStrafing",1)
	PASG G 3 A_Pain
	Goto See
 }
}

Actor UACGuySSG : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuySSG"
 Translation "112:127=80:111"
 DropItem "DoubleBarrelShotgun" 256 1
 DropItem "NewShellBox" 256 40
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PLA9 A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PLA9 A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	"####" A 0 A_JumpIfCloser(275,"Double")
  Normal:
	PLA9 EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("weapons/ssgsingleshot")
	"####" AAAA 0 A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
	PLA9 F 4 Bright A_CustomBulletAttack(22.5,0,3,Random(1,5)*3,"MarineBulletPuff")
	PLA9 EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("weapons/ssgsingleshot")
	"####" AAAA 0  A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
	PLA9 F 4 Bright A_CustomBulletAttack(22.5,0,3,Random(1,5)*3,"MarineBulletPuff")
	PLA9 EE 4 A_GiveInventory("AIStrafing",1)
	Goto Reload
  Double:
	PLA9 EEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("weapons/sshotf")
	"####" AAAAAAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
	PLA9 F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,"MarineBulletPuff")
	PLA9 EEE 5 A_GiveInventory("AIStrafing",1)
	Goto Reload
  Reload:
	PLA9 E 3 A_GiveInventory("AIStrafing",2)
	PLA9 E 6 A_PlaySound("weapons/sawedopen")
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("ShellCasing", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PLA9 E 1 A_SpawnItemEx("ShellCasing", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PLA9 E 6 A_PlaySound("weapons/shellslide")
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PLA9 E 6 A_PlaySound("weapons/sawedclose")
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(40,"See")
	PLA9 E 6 A_CPosRefire
	Goto Missile
  Pain:
	PLA9 G 3 A_GiveInventory("AIStrafing",1)
	PLA9 G 3 A_Pain
	Goto See
 }
}

Actor UACGuyQSG : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyQSG"
 Translation "112:127=80:111"
 DropItem "QuadBarrelShotgun" 256 1
 DropItem "NewShellBox" 256 40
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PQST A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PQST A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	"####" A 0 A_JumpIfCloser(325,"Quad")
  Normal:
	PQST EEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("weapons/qsgdoublefire")
	"####" AAAAAA 0 A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
	PQST F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,"MarineBulletPuff")
	PQST EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("weapons/qsgdoublefire")
	"####" AAAAAA 0 A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
	PQST F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,"MarineBulletPuff")
	PQST EEE 5 A_GiveInventory("AIStrafing",1)
	Goto Reload
  Quad:
	PQST EEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("weapons/qsgfire")
	"####" AAAAAAAAAAAA 0 Bright A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
	PQST F 5 Bright A_CustomBulletAttack(15.4,10.6,24,Random(1,4)*3,"MarineBulletPuff")
	PQST EEEEE 5 A_GiveInventory("AIStrafing",1)
	Goto Reload
  Reload:
	"####" A 0 A_PlaySound("weapons/qsgopen")
	PQST EEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("ShellCasing", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PQST E 1 A_SpawnItemEx("ShellCasing", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	"####" A 0 A_SpawnItemEx("ShellCasing", -8, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PQST E 2 A_SpawnItemEx("ShellCasing", -10, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PQST E 0 A_PlaySound("weapons/qsgshellslide")
	PQST EE 3 A_GiveInventory("AIStrafing",1)
	PQST EE 4 A_GiveInventory("AIStrafing",1)
	PQST E 0 A_PlaySound("weapons/qsgshellslide")
	PQST EEEE 3 A_GiveInventory("AIStrafing",1)
	PQST EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PQST E 5 A_PlaySound("weapons/qsgclose")
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(40,"See")
	PQST E 5 A_CPosRefire
	Goto Missile
  Pain:
	PQST G 3 A_GiveInventory("AIStrafing",1)
	PQST G 3 A_Pain
	Goto See
 }
}

ACTOR UACGuyHSG : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyHSG"
 Translation "112:127=80:111"
 DropItem "Hexa-Shotgun" 256 1
 DropItem "NewShellBox" 256 40
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PHET A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PHET A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	"####" A 0 A_JumpIfCloser(325,"Hexa")
  Normal:
	PHET EEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("weapons/qsgdoublefire")
	"####" AAAAAA 0 A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
	PHET F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,"MarineBulletPuff")
	PHET EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("weapons/qsgdoublefire")
	"####" AAAAAA 0 A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
	PHET F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,"MarineBulletPuff")
	PHET EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("weapons/qsgdoublefire")
	"####" AAAAAA 0 A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
	PHET F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,"MarineBulletPuff")
	PHET EEE 5 A_GiveInventory("AIStrafing",1)
	Goto Reload
  Hexa:
	PHET EEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("weapons/qsgfire")
	"####" AAAAAAAAAAAA 0 A_CustomMissile("MonsterTracer2",Random(28,34),0,Random(6,-6),0)
	PHET F 5 Bright A_CustomBulletAttack(15.4,10.6,78,Random(1,4)*3,"MarineBulletPuff")
	PHET EEEEE 5 A_GiveInventory("AIStrafing",1)
	Goto Reload
  Reload:
	"####" A 0 A_PlaySound("weapons/qsgopen")
	PHET EEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("ShellCasing", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PHET E 1 A_SpawnItemEx("ShellCasing", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	"####" A 0 A_SpawnItemEx("ShellCasing", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PHET E 1 A_SpawnItemEx("ShellCasing", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	"####" A 0 A_SpawnItemEx("ShellCasing", -8, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PHET E 1 A_SpawnItemEx("ShellCasing", -10, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PHET E 0 A_PlaySound("weapons/qsgshellslide")
	PHET EE 3 A_GiveInventory("AIStrafing",1)
	PHET EE 4 A_GiveInventory("AIStrafing",1)
	PHET E 0 A_PlaySound("weapons/qsgshellslide")
	PHET EE 3 A_GiveInventory("AIStrafing",1)
	PHET EE 4 A_GiveInventory("AIStrafing",1)
	PHET E 0 A_PlaySound("weapons/qsgshellslide")
	PHET EEEE 3 A_GiveInventory("AIStrafing",1)
	PHET EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PHET E 5 A_PlaySound("weapons/qsgclose")
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(40,"See")
	PHET E 5 A_CPosRefire
	Goto Missile
  Pain:
	PHET G 3 A_GiveInventory("AIStrafing",1)
	PHET G 3 A_Pain
	Goto See
 }
}

Actor UACGuyRapidShotgun : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyRapidShotgun"
 Translation "112:127=80:111"
 DropItem "ModdedBackpack" 128 1
 DropItem "RapidShotgun" 128 1
 DropItem "NewShellBox" 256 100
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PSUC A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PSUC A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	PSUC EE 5 A_GiveInventory("AIStrafing",1)
	//PLRP A 0 A_PlaySound("HeavyChaingun/Loop",CHAN_WEAPON,1.0,1)
	PSUC AAAA 0 A_CustomMissile("MonsterTracer2",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))
	PSUC A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	PSUC A 0 A_PlayWeaponSound("weapons/12gaugefire")
	PSUC E 0 A_GiveInventory("AIStrafing",1)
	PSUC E 0 A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"MarineBulletPuff",2048,CBAF_NORANDOM)
	PSUC E 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"MarineBulletPuff",2048,CBAF_NORANDOM)
	PSUC A 0 A_FaceTarget
	PSUC AAAA 0 A_CustomMissile("MonsterTracer2",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))
	PSUC A 0 A_SpawnItemEx("ShellCasing",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)
	PSUC A 0 A_PlayWeaponSound("weapons/12gaugefire")
	PSUC E 0 A_GiveInventory("AIStrafing",1)
	PSUC A 0 A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,"MarineBulletPuff",2048,CBAF_NORANDOM)
	PSUC F 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,"MarineBulletPuff",8192,CBAF_NORANDOM)
	"####" A 0 A_Jump(7,"See")
	"####" A 0 A_CPosRefire
	Goto Missile+3
  Pain:
	PSUC G 3 A_GiveInventory("AIStrafing",1)
	PSUC G 3 A_Pain
	Goto See
 }
}

Actor UACGuyExplosiveShotgun : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyExplosiveShotgun"
 Translation "112:127=5:8"
 DropItem "ModdedBackpack" 128 1
 DropItem "ExplosiveShotgun" 128 1
 DropItem "NewShellBox" 256 100
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PL32 A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PL32 A 10 A_Look
	Goto Idle
  Missile:
	PL32 E 0 A_Jump(65,"FragGrenade","LandMine")
	PL32 EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("weapons/ExplosiveSG/fire",7)
	"####" AAAAAA 0 A_CustomMissile("MExplosiveTracer",Random(30,34),0,Random(15,-15),0)
	PL32 F 5 Bright A_CustomBulletAttack(18,6,6,Random(5,7),"MarineBulletPuff")
	PL32 EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("weapons/ExplosiveSG/pump",7)
	PL32 EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("OrangeShellCasing", -8, 0, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	"####" A 0 A_Jump(40,"Pause")
	"####" A 0 A_CPosRefire
	PL32 EE 4 A_GiveInventory("AIStrafing",1)
	Goto Missile+3
  Pause:
	PL32 EEEE 5 A_GiveInventory("AIStrafing",1)
	Goto See
  Pain:
	PL32 G 3 A_GiveInventory("AIStrafing",1)
	PL32 G 3 A_Pain
	Goto See
 }
}

Actor UACGuyExpSSG : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyExpSSG"
 Translation "112:127=5:8"
 DropItem "ExplosiveSSG" 256 1
 DropItem "NewShellBox" 256 40
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PNLG A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PNLG A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	"####" A 0 A_JumpIfCloser(275,"Double")
  Normal:
	PNLG EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("ExpSSG/Fire2")
	"####" AAAAA 0 A_CustomMissile("MExplosiveTracer",Random(26,29),0,Random(5,-5),0)
	PNLG F 4 Bright A_CustomBulletAttack(13.8,5.7,5,Random(1,5)*3,"MarineBulletPuff")
	PNLG EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("ExpSSG/Fire2")
	"####" AAAAA 0 A_CustomMissile("MExplosiveTracer",Random(26,29),0,Random(5,-5),0)
	PNLG F 4 Bright A_CustomBulletAttack(13.8,5.7,5,Random(1,5)*3,"MarineBulletPuff")
	PNLG EE 4 A_GiveInventory("AIStrafing",1)
	Goto Reload
  Double:
	PNLG EEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("ExpSSG/Fire")
	"####" AAAAAAAAAA 0 A_CustomMissile("MExplosiveTracer",Random(26,29),0,Random(8,-8),0)
	PNLG F 5 Bright A_CustomBulletAttack(17.8,9.6,10,Random(1,4)*3,"MarineBulletPuff")
	PNLG EEE 5 A_GiveInventory("AIStrafing",1)
	Goto Reload
  Reload:
	PNLG EE 3 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PNLG E 6 A_PlaySound("weapons/sawedopen")
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("OrangeShellCasing", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PNLG E 1 A_SpawnItemEx("OrangeShellCasing", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PNLG E 6 A_PlaySound("weapons/shellslide")
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PNLG E 6 A_PlaySound("weapons/sawedclose")
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(40,"See")
	PNLG E 6 A_CPosRefire
	Goto Missile
  Pain:
	PNLG G 3 A_GiveInventory("AIStrafing",1)
	PNLG G 3 A_Pain
	Goto See
 }
}

ACTOR UACGuySniper : UACBaseMarine
{
 AttackSound "sniper/fire2"
 Tag "$DrUACGuySniper"
 Translation "112:127=80:111"
 DropItem "ModdedBackpack" 256 1
 DropItem "BulletBox" 256 100
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PSNP A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PSNP A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	PSNP EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PSNP F 0 A_SpawnItemEx("RifleCasing",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)
	PSNP F 3 Bright A_CustomBulletAttack(1,1,1,125,"MarineBulletPuff")
	PSNP EEEE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(40,"See")
	PSNP E 6 A_CPosRefire
	Goto Missile+1
  Pain:
	PSNP G 3 A_GiveInventory("AIStrafing",1)
	PSNP G 3 A_Pain
	Goto See
 }
}

Actor UACGuyChaingun : UACBaseMarine
{
 AttackSound "doublecger/fire"
 Tag "$DrUACGuyChaingun"
 Translation "112:127=80:111"
 DropItem "ModdedBackpack" 256 1
 DropItem "BulletBox" 256 100
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PLR4 A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PLR4 A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	PLR4 EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_CustomMissile("MonsterTracer",Random(30,34),0,Random(5,-5),0)
	"####" A 0 A_SpawnItemEx("RifleCasing", 12, -6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PLR4 E 3 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"MarineBulletPuff")
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_CustomMissile("MonsterTracer",Random(30,34),0,Random(5,-5),0)
	"####" A 0 A_SpawnItemEx("RifleCasing", 12, -6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PLR4 F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"MarineBulletPuff")
	"####" A 0 A_Jump(7,"See")
	"####" A 0 A_CPosRefire
	Goto Missile+3
  Pain:
	PLR4 G 3 A_GiveInventory("AIStrafing",1)
	PLR4 G 3 A_Pain
	Goto See
 }
}

Actor UACGuyMinigun : UACBaseMarine
{
 AttackSound "weapons/minigunfire"
 Tag "$DrUACGuyMinigun"
 Translation "112:127=80:111"
 DropItem "CFMinigun" 256 1
 DropItem "BulletBox" 256 100
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PL42 A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PL42 A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	"####" A 0 A_PlaySound("weapons/mgunspinstart")
	PL42 EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySoundEx("weapons/mgunspin","Voice")
	"####" A 0 A_CustomMissile("MonsterTracer",Random(30,34),0,Random(5,-5),0)
	"####" A 0 A_SpawnItemEx("RifleCasing", 12, 6, 28, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PL42 E 2 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"MarineBulletPuff")
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_CustomMissile("MonsterTracer",Random(30,34),0,Random(5,-5),0)
	"####" A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PL42 F 3 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"MarineBulletPuff")
	"####" A 0 A_StopSoundEx("Voice")
	"####" A 0 A_Jump(4,"See")
	"####" A 0 A_CPosRefire
	Goto Missile+4
  Pain:
	PL42 G 3 A_GiveInventory("AIStrafing",1)
	PL42 G 3 A_Pain
	Goto See
 }
}

Actor UACGuyExpMinigun : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyExpMinigun"
 Translation "112:127=5:8"
 DropItem "ModdedBackpack" 128 1
 DropItem "ExplosiveMinigun" 128 1
 DropItem "BulletBox" 256 100
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	XPMS A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	XPMS A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	"####" A 0 A_PlaySound("weapons/expmgunspinstart")
	XPMS EEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySoundEx("weapons/expmgunspin","Voice")
	"####" A 0 A_PlaySound("sentient/fire")
	XPMS E 4 Bright A_CustomMissile("MExplosiveTracer",Random(30,34),0,Random(5,-5),0)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("OrangeShellCasing", 12, 6, 28, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	"####" A 0 A_PlaySound("sentient/fire")
	XPMS F 4 Bright A_CustomMissile("MExplosiveTracer",Random(30,34),0,Random(5,-5),0)
	"####" A 0 A_SpawnItemEx("OrangeShellCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	"####" A 0 A_StopSoundEx("Weapon")
	"####" A 0 A_Jump(4,"See")
	"####" A 0 A_CPosRefire
	Goto Missile+5
  Pain:
	XPMS G 3 A_GiveInventory("AIStrafing",1)
	XPMS G 3 A_Pain
	Goto See
 }
}

Actor MExplosiveTracer : PlayerExplosiveTracer
{
+MTHRUSPECIES
Damagetype "Players"
}

Actor UACGuyRocket : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyRocket"
 Translation "112:127=176:191"
 DropItem "ModdedBackpack" 128 1
 DropItem "RocketLauncher" 128 1
 DropItem "MissileBox" 256 20
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PLA5 A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PLA5 A 10 A_Look
	Goto Idle
  Missile:
	PLA5 EEE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PLA5 F 3 Bright A_CustomMissile("MRocket",30,0,random(-2,2))
	PLA5 F 3 Bright A_GiveInventory("AIStrafing",1)
	PLA5 E 0 A_PlaySound("rocket/drumspin")
	PLA5 EEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(48,"See")
	"####" A 0 A_CPosRefire
	Goto Missile+4
  Pain:
	PLA5 G 3 A_GiveInventory("AIStrafing",1)
	PLA5 G 3 A_Pain
	Goto See
 }
}

Actor MRocket : NewRocket
{
+MTHRUSPECIES
Damagetype "Players"
}

Actor UACGuyHRL : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyHRL"
 Translation "112:127=176:191"
 DropItem "ModdedBackpack" 128 1
 DropItem "HomingRocketLauncher" 128 1
 DropItem "MissileBox" 256 20
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PHRL A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PHRL A 10 A_Look
	Goto Idle
  Missile:
	PHRL EEE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PHRL F 0 A_CustomMissile("MHomRocket",30,6,0)
	PHRL F 3 Bright A_CustomMissile("MHomRocket",30,-6,0)
	PHRL F 3 Bright A_GiveInventory("AIStrafing",1)
	PHRL EEEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(48,"See")
	"####" A 0 A_CPosRefire
	Goto Missile+4
  Pain:
	PHRL G 3 A_GiveInventory("AIStrafing",1)
	PHRL G 3 A_Pain
	Goto See
 }
}

Actor MHomRocket
{
 Radius 9
 Height 7
 Scale 0.75
 Speed 38
 Damage 10
 Damagetype "Players"
 +SEEKERMISSILE
 +MTHRUSPECIES
 ExplosionDamage 64
 ExplosionRadius 128
 SeeSound "monster/homingrockfire"
 DeathSound "weapons/rocklx"
 PROJECTILE
 States
 {
  Spawn:
	TNT1 A 0 A_SeekerMissile(25,35)
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	HMIS A 2 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
	TNT1 A 0 A_SeekerMissile(25,35)
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	HMIS A 3 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
	TNT1 A 0 A_SeekerMissile(25,35)
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	HMIS A 2 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
	TNT1 A 0 A_SeekerMissile(25,35)
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	HMIS A 3 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
	TNT1 A 0 A_SeekerMissile(25,35)
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	HMIS A 2 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
	TNT1 A 0 A_SeekerMissile(25,35)
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	HMIS A 3 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
	TNT1 A 0 A_SeekerMissile(25,35)
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	HMIS A 2 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
	TNT1 A 0 A_SeekerMissile(25,35)
	TNT1 A 0 A_CustomMissile("MissileTrail",Random(0,2),Random(-2,2))
	HMIS A 3 Bright A_CustomMissile("ProjectileTrailParticleOrange",Random(0,2),Random(-2,2))
	TNT1 A 0 A_PlaySound("monster/homingrockbeep")
	Loop
  Death:
	TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 AAA 0 A_CustomMissile("Kaboom3", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX2", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAAA 0 A_SpawnItemEx("Debris",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)
	TNT1 A 0 A_Explode
	TNT1 A 1 A_SpawnItem("RocketEx")
	Stop
 }
}

Actor UACGuyMRL : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyMRL"
 Translation "112:127=176:191"
 DropItem "ModdedBackpack" 256 1
 DropItem "MissileBox" 256 20
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PBAZ A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PBAZ A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	PBAZ EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",2)
	PBAZ F 5 Bright A_CustomMissile("MMiniRocket",40,10,random(-2,2),CMF_TRACKOWNER)
	"####" A 0 A_Jump(8,"See")
	"####" A 0 A_CPosRefire
	Goto Missile+2
  Pain:
	PBAZ G 3 A_GiveInventory("AIStrafing",1)
	PBAZ G 3 A_Pain
	Goto See
 }
}

Actor MMiniRocket
{
Projectile
Height 5
Radius 6
Speed 40
Damage 24
-STRIFEDAMAGE
+THRUSPECIES
+MTHRUSPECIES
+DONTHARMSPECIES
Species "Player"
Damagetype "Players"
SeeSound ""
DeathSound "MiniRocketExpl"
States
 {
  Spawn:
	MICR A 1 Bright A_SpawnItemEx("MissileTrail",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	TNT1 A 0 A_PlaySound("MiniRocketFly",6,1.0,1)
	Loop
  Death:
	TNT1 AAA 0 A_StopSound(6)
	TNT1 A 0 A_SpawnItemEx("OrangeParticleSpawner",0,0,1,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AAAA 0 A_CustomMissile("Kaboom9",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 AAAA 0 A_CustomMissile("SmokeFX4",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 A 0 A_Explode(10,30,1,1)
	TNT1 A 0 A_SetTranslucent(0.85,1)
	H2BL JKLMN 4 Bright
	Stop
 }
}

Actor UACGuyGuardian : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyGuardian"
 Translation "112:127=168:191"
 DropItem "ModdedBackpack" 256 1
 DropItem "MissileBox" 256 20
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PR3V A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PR3V A 10 A_Look
	Goto Idle
  Missile:
	PR3V EEE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PR3V F 0 A_CustomMissile("MGuardianTracer",42,-9,0)
	PR3V F 3 Bright A_CustomMissile("MGuardianTracer",42,9,0)
	PR3V F 3 Bright A_GiveInventory("AIStrafing",1)
	PR3V EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(48,"See")
	"####" A 0 A_CPosRefire
	Goto Missile+4
  Pain:
	PR3V G 3 A_GiveInventory("AIStrafing",1)
	PR3V G 3 A_Pain
	Goto See
 }
}

ACTOR MGuardianTracer : GuardianTracer
{
 +MTHRUSPECIES
 Damagetype "Players"
 Speed 22
 States
 {
  Death:
	TNT1 A 0 A_Explode(6,64)
	TNT1 A 0 A_SpawnItemEx("RedParticleSpawner", 0, 0, 0, 0, 0, 0, 0, 128)
	TNT1 AAA 0 A_CustomMissile("Kaboom10", 0, 0, random(0,360), 2, random(0,360))
	TNT1 AAA 0 A_CustomMissile("SmokeFX4", 0, 0, random(0,360), 2, random(0,360))
	FBXP ABC 3 Bright A_SetTranslucent(0.5,1)
	Stop
 }
}

Actor UACGuyBehemoth : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyBehemoth"
 Translation "112:127=168:191"
 DropItem "ModdedBackpack" 128 1
 DropItem "BehemothCannon" 128 1
 DropItem "DemonAmmoBox" 256 20
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PUNM A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PUNM A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(64,"Homing")
  Normal:
	PUNM EEE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PUNM F 0 A_PlayWeaponSound("cannon/fire")
	PUNM F 0 A_CustomMissile("BehemothCometPlayer",30,0,-2)
	PUNM F 0 A_CustomMissile("BehemothCometPlayer",30,0,2)
	PUNM F 0 A_CustomMissile("BehemothCometPlayer",30,0,0)
	PUNM FFF 5 Bright A_GiveInventory("AIStrafing",1)
	PUNM EEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(48,"See","See","Homing")
	"####" A 0 A_CPosRefire
	Goto Normal+4
 	Homing:
	PUNM EEE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PUNM F 0 A_PlayWeaponSound("cannon/fire")
	PUNM F 0 A_CustomMissile("BehemothSeekingCometPlayer",30,0,-10)
	PUNM F 0 A_CustomMissile("BehemothSeekingCometPlayer",30,0,10)
	PUNM FFF 5 Bright A_GiveInventory("AIStrafing",1)
	PUNM EEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(48,"See","See","Normal")
	"####" A 0 A_CPosRefire
	Goto Homing+4
  Pain:
	PUNM G 3 A_GiveInventory("AIStrafing",1)
	PUNM G 3 A_Pain
	Goto See
 }
}

Actor UACGuyPlasma : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyPlasma"
 Translation "112:127=240:247"
 DropItem "ModdedBackpack" 128 1
 DropItem "PlasmaRifle" 128 1
 DropItem "NewCellPack" 256 200
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PLA6 A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PLA6 A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	PLA6 EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PLA6 F 2 Bright A_CustomMissile("NewPlasmaBall",32,0,0)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PLA6 F 3 Bright A_CustomMissile("NewPlasmaBall",32,0,0)
	"####" A 0 A_Jump(16,"See")
	"####" A 0 A_CPosRefire
	Goto Missile+3
  Pain:
	PLA6 G 3 A_GiveInventory("AIStrafing",1)
	PLA6 G 3 A_Pain
	Goto See
 }
}

Actor UACGuyPlasmaRepeater : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyPlasmaRepeater"
 Translation "112:127=%[0.00,0.00,0.00]:[0.00,0.5,0.00]"
 DropItem "ModdedBackpack" 128 1
 DropItem "PlasmaRepeater" 128 1
 DropItem "NewCellPack" 256 200
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PREP A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PREP A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_ChangeFlag(NOPAIN,1)
	"####" A 0 A_GiveInventory("RepeaterZombieFiring",1)
	"####" A 0 A_PlaySound("PlasmaRepeater/Spin",7)
	PREP EEEEEEEEEE 3 A_GiveInventory("AIStrafing",1)
  Normal:
	PREP F 1 Bright A_CustomMissile("MarineRepeaterPlasma",32,0,random(-8,8))
	PREP F 1 A_FaceTarget
	PREP F 1 Bright A_CustomMissile("MarineRepeaterPlasma",32,0,random(-8,8))
	PREP F 1 A_FaceTarget
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Monsterrefire(36,"See")
	Loop
  SpinDown:
	"####" A 0 A_PlaySound("PlasmaRepeater/Down",7)
	"####" A 0 A_TakeInventory("RepeaterZombieFiring",1)
	PREP EEEEEE 3 A_GiveInventory("AIStrafing",1)
	Goto See
  Pain:
	PREP G 3 A_GiveInventory("AIStrafing",1)
	PREP G 3 A_Pain
	Goto See
 }
}

ACTOR MarineRepeaterPlasma : PlayerRepeaterPlasma
{
 -THRUSPECIES
 +MTHRUSPECIES
 Damagetype "Player"
}

Actor UACGuyFreezer : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyFreezer"
 Translation "112:127=240:247"
 DropItem "ModdedBackpack" 128 1
 DropItem "FreezerRifle" 128 1
 DropItem "NewCellPack" 256 200
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PION A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PION A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	PION EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PION F 0 A_PlayWeaponSound("weapons/iceshot")
	PION F 3 Bright A_CustomMissile("NewFreezeBlast",30,4,0)
	PION E 3 Bright A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(10,"See")
	"####" A 0 A_CPosRefire
	Goto Missile+3
  Pain:
	PION G 3 A_GiveInventory("AIStrafing",1)
	PION G 3 A_Pain
	Goto See
 }
}

Actor UACGuyRailgun : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyRailgun"
 Translation "112:127=240:247"
 DropItem "ModdedBackpack" 128 1
 DropItem "CFRailgun" 128 1
 DropItem "NewCellPack" 256 200
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	SRPL A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	SRPL A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	SRPL EEE 6 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("railgunner/chargedshot")
	"####" A 0 A_CustomMissile("RailgunImpact",30)
	SRPL F 5 Bright A_CustomRailgun(250,0,"00 85 FF","None",1,1,0,"MarineRailPuff")
	SRPL EEEEEEEEEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(48,"See")
	"####" A 0 A_CPosRefire
	Goto Missile+4
  Pain:
	SRPL G 3 A_GiveInventory("AIStrafing",1)
	SRPL G 3 A_Pain
	Goto See
 }
}

Actor UACGuyExplosiveRailgun : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyExplosiveRailgun"
 Translation "112:127=%[0.0,0.0,0.0]:[2,0.9,0]"
 DropItem "ModdedBackpack" 128 1
 DropItem "ExplosiveRailgun" 128 1
 DropItem "NewCellPack" 256 200
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PSTN A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PSTN A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 //A_Jump(65,"FragGrenade","LandMine")
	PSTN EEE 6 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("ExplosiveRailgun/Fire")
	"####" A 0 A_CustomMissile("MarineExplosiveRailgunImpact",30)
	//PSTN F 5 Bright A_CustomRailgun(250,0,"None","None",1,1,0,"MarineRailPuff")
	PSTN F 5 Bright A_CustomRailgun(50,20,"None","None",RGF_SILENT,1,0,"MarineRailPuff",0,0,0,0,40,0,"ExplosiveRailgunTrail")
	PSTN EEEEEEEEEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(48,"See")
	"####" A 0 A_CPosRefire
	Goto Missile+4
  Pain:
	PSTN G 3 A_GiveInventory("AIStrafing",1)
	PSTN G 3 A_Pain
	Goto See
 }
}

ACTOR MarineExplosiveRailgunImpact : ExplosiveRailgunImpact
{
 Damagetype "Players"
 MissileType "MarineExplosiveRailgunTrailExplodeSpawner"
}

ACTOR MarineExplosiveRailgunTrailExplodeSpawner : ExplosiveRailgunTrailExplodeSpawner
{
 States
  {
  Spawn:
	TNT1 A 1 Nodelay A_SpawnItemEx("MarineExplosiveRailgunTrailExplode",random(0,4),0,0,random(0,4),0,random(-4,4),random(0,360))
	Stop
  }
}

ACTOR MarineExplosiveRailgunTrailExplode : ExplosiveRailgunTrailExplode {Damagetype "Players"}

Actor UACGuyDTRifle : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyDTRifle"
 Translation "112:127=%[0.00,0.00,0.00]:[0.00,0.5,0.00]"
 DropItem "ModdedBackpack" 128 1
 DropItem "DemonTechRifle" 128 1
 DropItem "DemonAmmoBox" 256 200
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PRAI A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PRAI A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	PRAI EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PRAI E 3 Bright A_FaceTarget
	PRAI F 0 A_PlayWeaponSound("weapons/demontechfire")
	PRAI F 3 Bright A_CustomMissile("MDTProj",32,0,random(-3,3))
	"####" A 0 A_StopSoundEx("Voice")
	"####" A 0 A_Jump(6,"See")
	"####" A 0 A_CPosRefire
	Goto Missile+3
  Pain:
	PRAI G 3 A_GiveInventory("AIStrafing",1)
	PRAI G 3 A_Pain
	Goto See
 }
}

Actor MDTProj : DemonTechProjectile{+MTHRUSPECIES Damagetype "Players"}

Actor UACGuyDTRailgun : UACBaseMarine
{
 AttackSound "weapons/dtrailf"
 Tag "$DrUACGuyDTRailgun"
 Translation "112:127=%[0.00,0.00,0.00]:[0.00,0.5,0.00]"
 DropItem "ModdedBackpack" 128 1
 DropItem "DemonTechRailgun" 128 1
 DropItem "DemonAmmoBox" 256 200
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PDTR A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PDTR A 10 A_Look
	Goto Idle
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	PDTR EEE 6 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_CustomMissile("DTRail")
	PDTR F 5 Bright A_CustomRailgun(450,0,"00 85 FF","None",0,1,0,"MarineRailPuffGreen",0,0,0,0,35.0,0.0,"DTRailCoreTrail")
	PDTR EEEEEEEEEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(48,"See")
	"####" A 0 A_CPosRefire
	Goto Missile+4
  Pain:
	PDTR G 3 A_GiveInventory("AIStrafing",1)
	PDTR G 3 A_Pain
	Goto See
 }
}

Actor UACGuyDTShotgun : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyDTShotgun"
 Translation "112:127=168:191"
 DropItem "ModdedBackpack" 128 1
 DropItem "DemonTechShotgun" 128 1
 DropItem "DemonAmmoBox" 256 200
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	P2TS A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	P2TS A 10 A_Look
	Goto Idle
  Missile:
	P2TS E 0 //A_Jump(65,"FragGrenade","LandMine")
	P2TS EEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_JumpIfCloser(350,"BurstShot")
  Spread:
	"####" A 0 A_FaceTarget
	"####" A 0 A_PlaySound("Weapons/ErasusFire",CHAN_WEAPON)
	"####" AAAAAAAAA 0 A_CustomMissile("RedDemonTechTracer",Random(28,34),0,Random(5,-5),CMF_TRACKOWNER)
	"####" A 0 A_CustomMissile("MarineRedZDemonTechProjectile",28,0,0,CMF_TRACKOWNER)
	"####" A 0 A_CustomMissile("MarineRedZDemonTechProjectile",28,0,2,CMF_TRACKOWNER)
	"####" A 0 A_CustomMissile("MarineRedZDemonTechProjectile",28,0,-2,CMF_TRACKOWNER)
	"####" A 0 A_CustomMissile("MarineRedZDemonTechProjectile",28,0,3,CMF_TRACKOWNER)
	"####" A 0 A_CustomMissile("MarineRedZDemonTechProjectile",28,0,-3,CMF_TRACKOWNER)
	"####" A 0 A_CustomMissile("MarineRedZDemonTechProjectile",28,0,4,CMF_TRACKOWNER)
	"####" A 0 A_CustomMissile("MarineRedZDemonTechProjectile",28,0,-4,CMF_TRACKOWNER)
	"####" A 0 A_CustomMissile("MarineRedZDemonTechProjectile",28,0,5,CMF_TRACKOWNER)
	"####" A 0 A_CustomMissile("MarineRedZDemonTechProjectile",28,0,-5,CMF_TRACKOWNER)
	P2TS F 5 Bright A_GiveInventory("AIStrafing",1)
	P2TS EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("Weapons/ErasusPump")
	P2TS EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("ShellCasing",-8,0,30,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	P2TS EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(40,"Pause")
	"####" A 0 A_CPosRefire
	Goto Missile+4
  BurstShot:
	"####" A 0 A_FaceTarget
	"####" A 0 A_PlaySound("Weapons/ErasusFire",CHAN_WEAPON)
	"####" AAAAAAAA 0 A_CustomMissile("RedDemonTechTracer",Random(28,34),0,Random(6,-6),CMF_TRACKOWNER)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	P2TS F 5 Bright A_CustomBulletAttack(15.4,10.6,24,Random(1,4)*3,"MarineDemonShotgunPuff")
	P2TS EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("Weapons/ErasusPump")
	P2TS EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_SpawnItemEx("ShellCasing",-8,0,30,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)
	P2TS EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(40,"Pause")
	"####" A 0 A_CPosRefire
	Goto Missile+4
	Pause:
	P2TS EEEE 5 A_GiveInventory("AIStrafing",1)
	Goto See
  Pain:
	P2TS G 3 A_GiveInventory("AIStrafing",1)
	P2TS G 3 A_Pain
	Goto See
 }
}

Actor MarineDemonShotgunPuff : DemonShotgunPuff {+MTHRUSPECIES Damagetype "Players"}

ACTOR MarineRedZDemonTechProjectile
{
 PROJECTILE
 Height 4
 Radius 4
 Speed 40
 Scale 0.06
 Decal "RedDTRScorch"
 Damage 5
 +FORCERADIUSDMG
 +MTHRUSPECIES
 Damagetype "Players"
 DeathSound "weapons/demontechex"
 Obituary "%o was pulverised by a Demon Tech Shotgunner."
 States
 {
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_Jump(128,"Spawn2")
	Goto Normal
  Normal:
	TNT1 A 0 A_Jump(128,"NormalFX")
	RDTR A 1 Bright A_SpawnItemEx("RedDemonTechTrail",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
	Loop
  NormalFX:
	TNT1 A 0 A_SpawnItemEx("RDTechLightning",Random(-1,1),Random(-1,1),Random(-1,1),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
	RDTR A 1 Bright A_SpawnItemEx("RedDemonTechTrail",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
	TNT1 A 0 A_SpawnItemEx("RDTechLightning2",Random(-1,1),Random(-1,1),Random(-1,1),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
	RDTR A 1 Bright A_SpawnItemEx("RedDemonTechTrail",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
	Goto Normal
  Spawn2:
	TNT1 A 0 A_Jump(128,"Spawn2FX")
	RDTR A 1 Bright A_SpawnItemEx("RedDemonTechTrail2",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
	Loop
  Spawn2FX:
	TNT1 A 0 A_SpawnItemEx("RDTechLightning",Random(-1,1),Random(-1,1),Random(-1,1),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
	RDTR A 1 Bright A_SpawnItemEx("RedDemonTechTrail",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
	TNT1 A 0 A_SpawnItemEx("RDTechLightning2",Random(-1,1),Random(-1,1),Random(-1,1),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
	RDTR A 1 Bright A_SpawnItemEx("RedDemonTechTrail",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)
	Goto Spawn2
  Death:
	TNT1 A 0 A_SpawnItemEx("RedParticleSpawnerDT",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_SpawnItemEx("RedDemonTechEx",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 AAA 0 Bright A_CustomMissile("RedDTKaboom",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 AAAA 0 Bright A_CustomMissile("SmokeFX4",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))
	TNT1 A 1 Bright A_Explode(18,48)
	Stop
 }
}

Actor UACGuyMiner : UACBaseMarine
{
 AttackSound ""
 Tag "$DrUACGuyMine"
 Translation "112:127=64:79"
 DropItem "MineAmmo" 256 1
 DropItem "MineAmmo" 256 1
 DropItem "MineAmmo" 256 1
 DropItem "MineAmmo" 128 1
 DropItem "MineAmmo" 128 1
 DropItem "MineAmmo" 128 1
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 States
 {
  Spawn:
	PMNE A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PMNE A 10 A_Look
	Goto Idle
  Missile:
	PMNE A 1
	PMNE A 1 A_Jump(220,"LandMine")
  FragGrenade:
	PLA1 E 1 A_JumpIfCloser(1000,1)
	Goto SpringMine
	PLA1 E 0 A_JumpIfCloser(280,"LandMine")
	PLA1 E 6 A_GiveInventory("AIStrafing",1)
	PLA1 EEE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PLA1 E 6 A_CustomMissile("MThrownGrenade",32,0,0,2,10)
	"####" A 0 A_Jump(80,"See")
	"####" A 0 A_CPosRefire
	PLA1 E 1
	Goto Missile+1
  LandMine:
	PMNE E 1 A_JumpIfCloser(500,1)
	Goto FragGrenade
	PMNE E 0 A_Jump(127,"SpringMine")
	PMNE E 3 A_GiveInventory("AIStrafing",1)
	PMNE EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PMNE E 6 A_CustomMissile("MinerThrownMine",32,0,0,2,10)
	"####" A 0 A_Jump(80,"See")
	"####" A 0 A_CPosRefire
	PMNE E 1
	Goto Missile+1
  SpringMine:
	PMNE E 3 A_GiveInventory("AIStrafing",1)
	PMNE EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PMNE E 6 A_CustomMissile("MarineSpringMineSet",32,0,0,2,10)
	"####" A 0 A_Jump(80,"See")
	"####" A 0 A_CPosRefire
	PMNE E 1
	Goto Missile+1
  Pain:
	PMNE G 3 A_GiveInventory("AIStrafing",1)
	PMNE G 3 A_Pain
	Goto See
 }
}

ACTOR MinerThrownMine : MarineThrownMine {Speed 25}
Actor MinerSpringMineSet : MarineSpringMineSet{Speed 18}

Actor UACGuyDBFG : UACHeavyMarine
{
 AttackSound "weapons/dtrailf"
 Tag "$DrUACGuyDBFG"
 Translation "112:127=192:207"
 DropItem "ModdedBackpack" 128 1
 DropItem "D-BFG" 128 1
 DropItem "DCell" 256 40
 DropItem "ShieldSphere", 100, 1
 DropItem "PortableMedkit" 200 1
 DropItem "ArmorPlate" 200 1
 DropItem "HandGrenadeAmmo" 200 1
 DropItem "MineAmmo" 200 1
 DropItem "SpringMine" 200 1
 DropItem "AmmoPack" 200 1
 DropItem "LiteBeaconSupplyPickup" 16 1  
 var int user_effect_delay;
 var int user_effect_quantity;
 var int user_effect_type;
 States
 {
  Spawn:
	PBDB A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PBDB A 0 ACS_NamedExecuteAlways("SpawnEffects",0)
	"####" A 0 A_SetUserVar("user_effect_delay",2)
	"####" A 0 A_SetUserVar("user_effect_quantity",1)
	"####" A 0 A_SetUserVar("user_effect_type",103)
	PBDB A 10 A_Look
	Goto Idle
  See:
	"####" A 0 A_JumpIf(user_protection == 1,3)
	"####" A 0 A_SetUserVar("user_protection",1)
	PBDB A 0 A_JumpIfTargetInLOS("Strafing")
	"####" A 0 A_ChangeFlag(NOPAIN,FALSE)
	PBDB AABB 3 A_Chase
	"####" A 0 A_Jump(16,"GiveUp")
	"####" A 0 A_Jump(6,"MineField")
	"####" A 0 A_SpawnItem("FootStep",0,0,0,0)
	PBDB CCDD 3 A_Chase
	"####" A 0 A_SpawnItem("FootStep",0,0,0,0)
	Loop
 Idle:
	PBDB A 0 A_Jump(48,"Find")
	PBDB A 0 A_SpawnItem("FootStep",0,0,0,0)
	"####" A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)
	PBDB AABB 3 A_GiveInventory("AIPatroling",1)
	"####" A 0 A_Jump(6,"MineField")
	PBDB C 0 A_SpawnItem("FootStep",0,0,0,0)
	"####" A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)
	PBDB CCDD 3 A_GiveInventory("AIPatroling",1)
	Loop
  Missile:
	//"####" A 0 A_Jump(65,"FragGrenade","LandMine")
	"####" A 0 A_Jump(55,"DBFG")
  Normal:
	"####" A 0 A_ChangeFlag(NOPAIN,TRUE)
	"####" A 0 A_PlayWeaponSound("Weapons/dbfgcharge2")
	PBDB EEEEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("Weapons/dbfgfire2")
	PBDB F 3 Bright A_CustomMissile("MarineT3DBFG10kShot",30,0,random(-4,4))
	PBDB EE 3 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("Weapons/dbfgfire2")
	PBDB F 3 Bright A_CustomMissile("MarineT3DBFG10kShot",30,0,random(-4,4))
	PBDB EE 3 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_Jump(48,"Cooling","DBFG")
	"####" A 0 A_MonsterRefire(40,"Cooling")
	Goto Normal+7
  Cooling:
	PBDB E 0 A_PlaySound("Weapons/dbfgcooldown2")
	PBDB EEEEEEE 5 A_GiveInventory("AIStrafing",1)
	Goto See
  DBFG:
	"####" A 0 A_ChangeFlag(NOPAIN,TRUE)
	"####" A 0 A_PlaySound("Weapons/dbfgcharge")
	PBDB EEEEEEEEEEEEEEEEEEEEEEE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_PlaySound("Weapons/dbfgfire",CHAN_AUTO)
	PBDB F 8 Bright A_CustomMissile("MarineT3DBFGBall",32,0,0)
	PBDB EEEEE 5 A_GiveInventory("AIStrafing",1)
	Goto See
  Pain:
	PBDB G 3 A_GiveInventory("AIStrafing",1)
	PBDB G 3 A_Pain
	Goto See
 }
}

ACTOR MarineT3DBFG10kShot : PlayerT3DBFG10kShot
{
 //DamageType "Players"
 States
 {
  Death:
  XDeath:
	TNT1 A 0 A_SpawnItemEx("T3DBFG10kDeathParticleSpawner",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_SpawnItemEx("T3DBFGShotShockwave",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)
	TNT1 A 0 A_Explode(Random(80,98),128,0,1)
	BG3X A 3 Bright A_SpawnItemEx("MarinePlayerT3DBFGShotShockwaveDmg",16,16,0,0,0,0,0,SXF_SETMASTER,0)
	BG3X B 3 Bright A_SpawnItemEx("MarinePlayerT3DBFGShotShockwaveDmg",-16,16,0,0,0,0,0,SXF_SETMASTER,0)
	BG3X C 3 Bright A_SpawnItemEx("MarinePlayerT3DBFGShotShockwaveDmg",16,-16,0,0,0,0,0,SXF_SETMASTER,0)
	BG3X D 3 Bright A_SpawnItemEx("MarinePlayerT3DBFGShotShockwaveDmg",-16,-16,0,0,0,0,0,SXF_SETMASTER,0)
	BG3X E 3 Bright A_SpawnItemEx("MarinePlayerT3DBFGShotShockwaveDmg",0,0,16,0,0,0,0,SXF_SETMASTER,0)
	BG3X F 3 Bright A_SpawnItemEx("MarinePlayerT3DBFGShotShockwaveDmg",0,0,-16,0,0,0,0,SXF_SETMASTER,0)
	Stop
 }
}

ACTOR MarinePlayerT3DBFGShotShockwaveDmg : PlayerT3DBFGShotShockwaveDmg { DamageType "Players" }

ACTOR MarineT3DBFGBall : PlayerT3DBFGBall
{
 States
 {
  Death:
	TNT1 A 0 A_SpawnItemEx("PlayerT3DBFGBoltExp")
	TNT1 A 0 A_Explode(256,256,0,false,128)
	TNT1 A 0 A_Quake(4,35*2,0,4096, "None")
	TNT1 AAAAA 8 A_Explode(256,384,0,false,128) //7 A_Explode 896 damage
	TNT1 A 10
	Stop
 }
}

Actor UACGuyMedic : UACBaseMarine
{
 AttackSound "weapons/tpfire"
 Tag "$DrUACGuyMedic"
 Translation "112:127=%[0.00,0.00,0.00]:[2.00,2.00,2.00]"
 DropItem "Handgun" 128 1
 DropItem "BulletBox" 256 100
 DropItem "PortableMedkit" 256
 DropItem "PortableMedkit" 175
 DropItem "PortableMedkit" 128
 DropItem "StimKit" 256
 DropItem "StimKit" 175
 DropItem "StimKit" 128
 States
 {
  Spawn:
	PM3D A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PM3D A 10 A_Look
	Goto Idle
  See:
	PM3D A 0 A_JumpIfTargetInLOS("Strafing")
	PM3D AABB 3 A_Chase
	"####" A 0 A_Jump(16,"GiveUp")
	"####" A 0 A_Jump(60,"Healing")
	"####" A 0 A_SpawnItem("FootStep",0,0,0,0)
	PM3D CCDD 3 A_Chase
	"####" A 0 A_SpawnItem("FootStep",0,0,0,0)
	Loop
 Idle:
	PM3D A 0 A_Jump(48,"Find")
	PM3D A 0 A_SpawnItem("FootStep",0,0,0,0)
	"####" A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)
	PM3D AABB 3 A_GiveInventory("AIPatroling",1)
	"####" A 0 A_Jump(58,"Healing")
	PM3D C 0 A_SpawnItem("FootStep",0,0,0,0)
	"####" A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)
	PM3D CCDD 3 A_GiveInventory("AIPatroling",1)
	Loop
  Healing:
	PM3D E 1
	PM3D E 12 A_RadiusGive("MarineHealingItem",512,RGF_PLAYERS,1)
	Goto See
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine","FightHealing")
  Normal:
	PM3D EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PM3D F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"MarineBulletPuff")
	PM3D E 3 A_GiveInventory("AIStrafing",2)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PM3D F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"MarineBulletPuff")
	PM3D E 3 A_GiveInventory("AIStrafing",2)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PM3D F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"MarineBulletPuff")
	PM3D E 3 A_GiveInventory("AIStrafing",2)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PM3D F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"MarineBulletPuff")
	PM3D E 3 A_GiveInventory("AIStrafing",2)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PM3D F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"MarineBulletPuff")
	PM3D E 3 A_GiveInventory("AIStrafing",2)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PM3D F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"MarineBulletPuff")
	PM3D E 3 A_GiveInventory("AIStrafing",1)
	Goto See
  FightHealing:
	PM3D E 1
	PM3D E 0 A_RadiusGive("MarineHealingItem",512,RGF_PLAYERS,1)
	PM3D EEEE 4 A_GiveInventory("AIStrafing",1)
	Goto See
  FragGrenade:
	PM3D E 1 A_JumpIfCloser(1000,1)
	Goto Missile
	PM3D E 0 A_JumpIfCloser(280,"Missile")
	PM3D E 6 A_GiveInventory("AIStrafing",1)
	PM3D EEE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PM3D E 6 A_CustomMissile("MThrownGrenade",32,0,0,2,10)
	PM3D E 1
	Goto See
  LandMine:
	PM3D E 1 A_JumpIfCloser(500,1)
	Goto FragGrenade
	PM3D E 0 A_Jump(127,"SpringMine")
	PM3D E 3 A_GiveInventory("AIStrafing",1)
	PM3D EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PM3D E 6 A_CustomMissile("MarineThrownMine",32,0,0,2,10)
	PM3D E 1
	Goto See
  SpringMine:
	PM3D E 3 A_GiveInventory("AIStrafing",1)
	PM3D EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PM3D E 6 A_CustomMissile("MarineSpringMineSet",32,0,0,2,10)
	PM3D E 1
	Goto See
  Pain:
	PM3D G 3 A_GiveInventory("AIStrafing",1)
	PM3D G 3 A_Pain
	Goto See
 }
}

Actor MarineHealingItemActive : Inventory{Inventory.MaxAmount 1}
Actor MarineHealingItem : AIStrafing
{
 States
 {
  Pickup:
	TNT1 A 0 ACS_NamedExecuteAlways("Marine Healing",0,0,0,0)
	Stop
 }
}

Actor MarineHealingEffectSpawner
{
 +NOGRAVITY
 +CLIENTSIDEONLY
 +NOTIMEFREEZE
 +NOBLOCKMAP
 +NOINTERACTION
 var int user_r;
 var int user_h;
 States
 {
  Spawn:
	TNT1 A 2 A_SpawnItemEx("MarineHealingEffect",frandom(-user_r*1.0,user_r*1.0),frandom(-user_r*1.0,user_r*1.0),frandom(0.0,user_h*1.0),0,0,frandom(0.75,2.25),0,SXF_CLIENTSIDE)
	Loop
 }
}

Actor MarineHealingEffect
{
 +NOGRAVITY
 +CLIENTSIDEONLY
 +NOTIMEFREEZE
 +NOBLOCKMAP
 +NOINTERACTION
 Renderstyle Add
 Alpha 1.0
 Scale 0.15
 States
 {
  Spawn:
	PLUS A 2 Bright A_FadeOut
	Wait
 }
}

Actor UACGuyDispenser : UACBaseMarine
{
 AttackSound "weapons/tpfire"
 Tag "$DrUACGuyDispenser"
 Translation "112:127=96:111"
 DropItem "Handgun" 128 1
 DropItem "BulletBox" 256 100
 DropItem "ModdedBackpack" 256
 DropItem "ModdedBackpack" 175
 DropItem "ModdedBackpack" 128
 DropItem "AmmoPack" 256
 DropItem "AmmoPack" 175
 DropItem "AmmoPack" 128
 States
 {
  Spawn:
	PB4K A 0 NoDelay ACS_NamedExecuteAlways("Marine Healing Script",0)
	"####" A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0)
	PB4K A 10 A_Look
	Goto Idle
  See:
	PB4K A 0 A_JumpIfTargetInLOS("Strafing")
	PB4K AABB 3 A_Chase
	"####" A 0 A_Jump(16,"GiveUp")
	"####" A 0 A_Jump(60,"Healing")
	"####" A 0 A_SpawnItem("FootStep",0,0,0,0)
	PB4K CCDD 3 A_Chase
	"####" A 0 A_SpawnItem("FootStep",0,0,0,0)
	Loop
  Idle:
	PB4K A 0 A_Jump(48,"Find")
	PB4K A 0 A_SpawnItem("FootStep",0,0,0,0)
	"####" A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)
	PB4K AABB 3 A_GiveInventory("AIPatroling",1)
	"####" A 0 A_Jump(58,"Healing")
	PB4K C 0 A_SpawnItem("FootStep",0,0,0,0)
	"####" A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)
	PB4K CCDD 3 A_GiveInventory("AIPatroling",1)
	Loop
  Healing:
	PB4K E 1
	PB4K E 12 A_RadiusGive("MarineAmmoItem",512,RGF_PLAYERS,1)
	Goto See
  Missile:
	"####" A 0 A_Jump(65,"FragGrenade","LandMine","FightHealing")
  Normal:
	PB4K EE 5 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PB4K F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"MarineBulletPuff")
	PB4K E 3 A_GiveInventory("AIStrafing",2)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PB4K F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"MarineBulletPuff")
	PB4K E 3 A_GiveInventory("AIStrafing",2)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PB4K F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"MarineBulletPuff")
	PB4K E 3 A_GiveInventory("AIStrafing",2)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PB4K F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"MarineBulletPuff")
	PB4K E 3 A_GiveInventory("AIStrafing",2)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PB4K F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"MarineBulletPuff")
	PB4K E 3 A_GiveInventory("AIStrafing",2)
	"####" AA 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	PB4K F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,"MarineBulletPuff")
	PB4K E 3 A_GiveInventory("AIStrafing",1)
	Goto See
  FightHealing:
	PB4K E 1
	PB4K E 0 A_RadiusGive("MarineAmmoItem",512,RGF_PLAYERS,1)
	PB4K EEEE 4 A_GiveInventory("AIStrafing",1)
	Goto See
  FragGrenade:
	PB4K E 1 A_JumpIfCloser(1000,1)
	Goto Missile
	PB4K E 0 A_JumpIfCloser(280,"Missile")
	PB4K E 6 A_GiveInventory("AIStrafing",1)
	PB4K EEE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PB4K E 6 A_CustomMissile("MThrownGrenade",32,0,0,2,10)
	PB4K E 1
	Goto See
  LandMine:
	PB4K E 1 A_JumpIfCloser(500,1)
	Goto FragGrenade
	PB4K E 0 A_Jump(127,"SpringMine")
	PB4K E 3 A_GiveInventory("AIStrafing",1)
	PB4K EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PB4K E 6 A_CustomMissile("MarineThrownMine",32,0,0,2,10)
	PB4K E 1
	Goto See
  SpringMine:
	PB4K E 3 A_GiveInventory("AIStrafing",1)
	PB4K EE 4 A_GiveInventory("AIStrafing",1)
	"####" A 0 A_GiveInventory("AIStrafing",1)
	PB4K E 6 A_CustomMissile("MarineSpringMineSet",32,0,0,2,10)
	PB4K E 1
	Goto See
  Pain:
	PB4K G 3 A_GiveInventory("AIStrafing",1)
	PB4K G 3 A_Pain
	Goto See
 }
}

Actor MarineAmmoItemActive : Inventory{Inventory.MaxAmount 1}
Actor MarineAmmoItem : AIStrafing
{
 States
 {
  Pickup:
	NULL A 0 ACS_NamedExecuteAlways("Marine Ammunition",0,0,0,0)
	Stop
 }
}

Actor MarineAmmoEffect : MarineHealingEffect
{
 Scale 0.10
 States
 {
  Spawn:
	BULP A 2 Bright A_FadeOut
	Wait
 }
}