Actor NewFriendlyLegendarySpecOpsMachinegunner : FriendlyNemesisBase replaces FriendlyLegendarySpecOpsMachinegunner
{
Health 750
Speed 14
PainChance 25
Species "Player"
DamageFactor "LegendaryZombie", 0.0
DamageFactor "PDTBFG", 0.25
DamageFactor "PDTBFGTracer", 0.25
DamageFactor "PlayerDevBall", 0.125
DamageFactor "PlayerDevBall2", 0.125
DamageFactor "PlayerDTBFGRailgunSlug", 0.125
DamageFactor "PlayerDevTracer", 0.125
DamageFactor "Legendary", 0.0
DamageFactor "LegendaryPlayer", 0.3
DamageFactor "LegendaryGuru", 0.0
DamageFactor "LegendaryGuruPlayer", 0.3
DamageFactor "DBFG10K2", 0.65
DamageFactor "PlayerDBFG10K2", 0.65
DamageFactor "DBFG2", 0.65
DamageFactor "PlayerDBFG2", 0.65
DamageFactor "PlayerDTRG", 0.5
DamageFactor "CerChainguns", 0.0
  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
DamageFactor 0.65
Species "SpecOps"
SeeSound "SpecOpsZombie/Sight"
ActiveSound "SpecOpsZombie/Active"
PainSound "SpecOpsZombie/Pain"
DeathSound "SpecOpsZombie/Death"
Obituary "%o was gunned down by a Legendary Spec Ops Zombie."
DropItem "LegendaryBossLifeEssence" 256
DropItem "LegendaryBossArmorBonusMax" 256
DropItem "LegendaryBossLifeEssence" 128
DropItem "LegendaryBossArmorBonusMax" 128
Tag "\c[z3]Legendary Spec Ops Machinegunner (Friendly)\c-"
+QUICKTORETALIATE
+LOOKALLAROUND
+PUSHABLE
+NOTELESTOMP
+SLIDESONWALLS
+FLOORCLIP
-FASTER
+MTHRUSPECIES
+THRUSPECIES
+DONTHURTSPECIES
+NOBLOCKMONST 
+USESPECIAL
-CANNOTPUSH
-COUNTKILL
-THRUACTORS
+NOTARGET
+DONTMORPH
+DONTHARMSPECIES
+Friendly
Activation THINGSPEC_Switch
States
{
  Spawn:
    LPE2 A 10 Bright A_Look
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	LPE2 AABB 3 A_GiveInventory("AIPatroling",1)
    Goto See
   Patroling:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
	LPE2 AA 5 A_Look
	LPE2 BBCC 4 A_GiveInventory("AIPatroling",1)
  See:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
	TNT1 A 0 A_JumpIfTargetInLOS("See2")
	LPE2 ABCD 4 A_Chase
	TNT1 A 0 A_SpawnItem("LHellionSmokeSpawner",0,0,0,0)
	LPE2 AABB 3 A_GiveInventory("AIPatroling",1)
	Loop
  See2:
    TNT1 A 0 ACS_NamedExecuteAlways("Check For Master Player Calling Help",0,0,0,0)
	EGCH AABB 3 A_GiveInventory("AIPatroling",1)
    LPE2 A 0 A_TakeInventory("ZSpecOpAggressive", 1)
    LPE2 A 0 A_TakeInventory("ZSpecOpSnipe", 1)
    LPE2 A 0 A_TakeInventory("ZSpecOpWander", 1)
    LPE2 A 0 A_TakeInventory("ZSpecOpCreep", 1)
    LPE2 A 0 A_TakeInventory("ZSpecOpFlee", 1)
    LPE2 A 0 A_ChangeFlag("MissileMore", 0)
    LPE2 A 0 A_ChangeFlag("MissileEvenMore", 0)
    LPE2 A 0 A_ChangeFlag("AvoidMelee", 0)
    LPE2 A 0 A_ChangeFlag("Frightened", 0)
	LPE2 A 0 A_ChangeFlag("NODROPOFF", 0)
	LPE2 A 0 A_ChangeFLag("FRIENDLY", 1)
    LPE2 A 0 A_GiveInventory("ZSpecOpsMSitRep", 1)
    LPE2 A 0 A_JumpIfInventory("ZSpecOpAggressive", 1, "AggressiveSwitch")
    LPE2 A 0 A_JumpIfInventory("ZSpecOpSnipe", 1, "SnipeSwitch")
    LPE2 A 0 A_JumpIfInventory("ZSpecOpWander", 1, "WanderSwitch")
    LPE2 A 0 A_JumpIfInventory("ZSpecOpCreep", 1, "CreepSwitch")
    LPE2 A 0 A_JumpIfInventory("ZSpecOpFlee", 1, "FleeSwitch")
  AggressiveSwitch:
    LPE2 A 0 A_ChangeFlag("MissileMore", 1)
    LPE2 A 0 A_ChangeFlag("MissileEvenMore", 1)
    Goto AggressiveSee
  AggressiveSee:
    LPE2 A 3 A_Chase("", "AggressiveMissile")
    LPE2 A 0 A_JumpIfHealthLower(50, "See")
    LPE2 A 0 A_Jump(32, 2)
    LPE2 A 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 A 3 A_Chase("", "AggressiveMissile")
    LPE2 A 0 A_JumpIfHealthLower(50, "See")
    LPE2 A 0 A_Jump(32, 2)
    LPE2 A 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 B 3 A_Chase("", "AggressiveMissile")
    LPE2 B 0 A_JumpIfHealthLower(50, "See")
    LPE2 B 0 A_Jump(32, 2)
    LPE2 B 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 B 3 A_Chase("", "AggressiveMissile")
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    LPE2 B 0 A_JumpIfHealthLower(50, "See")
    LPE2 B 0 A_Jump(32, 2)
    LPE2 B 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 C 3 A_Chase("", "AggressiveMissile")
    LPE2 C 0 A_JumpIfHealthLower(50, "See")
    LPE2 C 0 A_Jump(32, 2)
    LPE2 C 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 C 3 A_Chase("", "AggressiveMissile")
    LPE2 C 0 A_JumpIfHealthLower(50, "See")
    LPE2 C 0 A_Jump(32, 2)
    LPE2 C 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 D 3 A_Chase("", "AggressiveMissile")
    LPE2 D 0 A_JumpIfHealthLower(50, "See")
    LPE2 D 0 A_Jump(32, 2)
    LPE2 D 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 D 3 A_Chase("", "AggressiveMissile")
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    LPE2 D 0 A_JumpIfHealthLower(50, "See")
    LPE2 D 0 A_Jump(32, 2)
    LPE2 D 0 A_JumpIfCloser(768, 1)
    Goto See
    LPE2 A 0
    Loop
  Missile:
  AggressiveMissile:
    LPE2 EEE 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
    LPE2 F 0 A_Jump(32, "AggressiveSee")
    LPE2 F 0 A_Jump(192, 2)
    LPE2 F 0 A_MonsterRefire(40, "AggressiveSee")
    LPE2 F 0
    Goto AggressiveMissile+3
  SnipeSwitch:
    LPE2 A 0 A_ChangeFlag("MissileMore", 1)
    LPE2 A 0 A_ChangeFlag("MissileEvenMore", 1)
    Goto SnipeSee
  SnipeSee:
    LPE2 E 0 A_Chase("", "SnipeMissile", 17)
    LPE2 EEEE 2 A_FaceTarget
    LPE2 E 0 A_JumpIfCloser(384, "See")
    LPE2 E 0 A_CheckSight("SnipeIdle")
    Loop
  SnipeIdle:
    LPE2 E 0 A_ClearTarget
    LPE2 E 1 A_LookEx(10, 0, 0, 0, 360, "SnipeSee")
    Goto SnipeIdle+1
  SnipeMissile:
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(128, 2)
    LPE2 E 1 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(6,4,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 1 A_FaceTarget
    LPE2 E 0 A_Jump(192, "SnipeSee")
    LPE2 E 0 A_MonsterRefire(40, "SnipeSee")
    Loop
  WanderSwitch:
    LPE2 A 0 A_ClearTarget
    Goto WanderSee
  WanderSee:
    LPE2 A 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 A 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 B 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 B 2 A_Wander
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 C 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 C 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 D 2 A_Wander
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    LPE2 D 2 A_Wander
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    LPE2 A 0 A_LookEx(10, 0, 0, 0, 360, "See")
    Loop
  CreepSwitch:
    LPE2 A 0 A_ChangeFlag("MissileMore", 1)
    LPE2 A 0 A_ChangeFlag("AvoidMelee", 1)
    Goto CreepSee
  CreepSee:
    LPE2 A 0 A_CheckSight("CreepCheck")
    LPE2 A 0 A_JumpIfHealthLower(50, "See")
    LPE2 AABB 3 A_Chase("", "CreepMissile", 2)
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	LPE2 CCDD 3 A_Chase("", "CreepMissile", 2)
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    Loop
  CreepCheck:
    LPE2 A 0 A_Jump(32, "See")
    Goto CreepSee+1
  CreepMissile:
    LPE2 EEE 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
    LPE2 F 0 A_Jump(32, "CreepSee")
    LPE2 F 0 A_MonsterRefire(40, "CreepSee")
    Goto CreepMissile+4
  FleeSwitch:
    LPE2 A 0 A_ChangeFlag("Frightened", 1)
    Goto FleeSee
  FleeSee:
    LPE2 AABB 2 A_Chase("", "FleeMissile")
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	LPE2 CCDD 2 A_Chase("", "FleeMissile")
    TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
    LPE2 A 0 A_JumpIfCloser(768, 1)
    Goto See
    SPE2 A 0
    Loop
  FleeMissile:
    LPE2 EE 2 A_FaceTarget
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3)
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
    LPE2 E 2 A_FaceTarget
	TNT1 A 0 A_CustomMissile("LegendaryBlueTracer",Random(28,34),0,Random(6,-6),0)
    TNT1 A 0 A_SpawnItemEx("LegRifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
    LPE2 F 0 A_PlayWeaponSound("SpecOpsZombie/Machinegun")
    LPE2 F 1 Bright A_CustomBulletAttack(11,8,1,Random(1,5)*3,"LegModdedBulletPuff")
	TNT1 A 0 A_GiveInventory("LegZombieStrafing",1)
    LPE2 E 2 A_FaceTarget
    Goto FleeSee
  Pain:
    LPE2 G 4
    LPE2 G 4 A_Pain
    LPE2 G 0 A_Jump(96, "See")
    Goto WhatPainState
  WhatPainState:
    LPE2 G 0 A_JumpIfInventory("ZSpecOpAggressive", 1, "AggressiveSee")
    LPE2 G 0 A_JumpIfInventory("ZSpecOpSnipe", 1, "SnipeSee")
    LPE2 G 0 A_JumpIfInventory("ZSpecOpWander", 1, "WanderSee")
    LPE2 G 0 A_JumpIfInventory("ZSpecOpCreep", 1, "CreepSee")
    LPE2 G 0 A_JumpIfInventory("ZSpecOpFlee", 1, "FleeSee")
    Goto AggressiveSee
  Death:
    LPE2 H 5
    LPE2 I 5 A_Scream
    LPE2 J 5
    LPE2 K 5 A_NoBlocking
    LPE2 L -1
	Stop
  XDeath:
	LPE2 O 3 A_SpawnItemEx("BlueGibbedGenerator",0,0,0,0,0,0,0,128,0)
    LPE2 P 3 A_XScream
    LPE2 R 3 A_Fall
    LPE2 STUV 3 
    LPE2 W -1 
    Stop
	}
}
