
Actor NEWCGGUY : ChaingunGuy
{
Radius 15
Height 42
painchance "BoomHeadShot", 255
PainChance 190
Health 110
DropItem "GrenadeI", 20
DropItem "RandomMedic", 75
DropItem "RevolverI", 2
Decal "ClipHChip"
states
{
		
Spawn:
		fast aa 0
		boss a 0 A_SpawnItem("HeadShotBox10", 5, 44,0)
		ACPS B 10 A_Look
	Loop
		
See:
		boss a 0 A_SpawnItem("HeadShotBox5", 10, 44,0)
		ACPS A 4 A_Chase
		boss a 0 A_SpawnItem("HeadShotBox5", 10, 44,0)
		ACPS A 4 A_Chase
		boss a 0 A_SpawnItem("HeadShotBox5", 10, 44,0)
		ACPS B 4 A_Chase
		boss a 0 A_SpawnItem("HeadShotBox5", 10, 44,0)
		ACPS B 4 A_Chase
		boss a 0 A_SpawnItem("HeadShotBox5", 10, 44,0)
		ACPS C 4 A_Chase
		boss a 0 A_SpawnItem("HeadShotBox5", 10, 44,0)
		ACPS C 4 A_Chase
		boss a 0 A_SpawnItem("HeadShotBox5", 10, 44,0)
		ACPS D 4 A_Chase
		boss a 0 A_SpawnItem("HeadShotBox5", 10, 44,0)
		ACPS D 4 A_Chase
	Loop

Pain:
		boss a 0 A_SpawnItem("HeadShotBox5", 5, 44,0)
		ACPS G 3
		ACPS G 6 A_Pain
	Goto See
		
Pain.BoomHeadShot:
		TNT1 AAA 0 A_CustomMissile ("Blood", 2, 0, random (0, 360), 2, random (0, 360))
		boss a 0 A_SpawnItem("HeadShotBox30", 5, 44,0)
		ACPS G 3 A_Pain
		ACPS G 27
	Goto See
	
Death.BoomHeadShot:
		fast a 0 A_Jump(128,"Death_BoomHeadShot_Rotate")
		boss a 0 A_SpawnItem("AK47I")
		boss a 0 A_SpawnItemEx("CHGUYDROP2",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		boss a 0 A_playsound("HEADSHOOTGORE")
		TNT1 AAAAAAAAAAAA 0 A_CustomMissile ("Blood", 2, 0, random (0, 360), 2, random (0, 360))
		CPHS A 1 A_Scream
		CPHS A 5
		CPHS B 1 A_NoBlocking
		CPHS BCDEF 5
		CPHS F -1
	Stop
	
Death:
		fast a 0 A_Jump(128,"Death_ALT_Rotate")
		fast a 0 A_Jump(178,"AltDeath","AltDeath2")
		CPOS HI 5
		CPOS J 5 A_Scream
		CPOS K 5 A_NoBlocking
		boss a 0 A_SpawnItem("AK47I")
		boss a 0 A_SpawnItem("CHGUYDROP1")
		CPOS LM 5
		CPOS N -1
	Stop
	
AltDeath:
		SGUY AB 5
		SGUY C 5 A_Scream
		SGUY D 3 A_NoBlocking
		boss a 0 A_SpawnItem("AK47I")
		boss a 0 A_SpawnItem("CHGUYDROP1")
		SGUY EF 3
		SGUY G -1
	Stop
		
AltDeath2:
		CPOD ABC 5
		CPOD D 3 A_Scream
		CPOD E 3 A_NoBlocking
		boss a 0 A_SpawnItem("AK47I")
		boss a 0 A_SpawnItem("CHGUYDROP1")
		CPOD F -1
	Stop
			
Missile:
		fast a 0 A_Jump(10,"GrenadeT")
		fast a 0 A_Jumpifcloser(1200,1)
	goto firep
		boss a 0 A_SpawnItem("HeadShotBox30", 6, 44,0)
		ACPS E 4 A_FaceTarget
		boss a 0 A_playsound("ROCKETFIRE")	
		ACPS F 4 BRIGHT  A_CustomBulletAttack( 5 , 5 , 1 , 6 )
		boss a 0 A_CustomMissile("CasingHCDropper")
		boss a 0 A_playsound("ROCKETFIRE")	
		ACPS E 4 BRIGHT  A_CustomBulletAttack( 5 , 5 , 1 , 6 )
		boss a 0 A_CustomMissile("CasingHCDropper")
		ACPS F 1 A_CPosRefire
	Goto Missile+1
		
FIREP:
		boss a 0 A_SpawnItem("HeadShotBox30", 6, 44,0)
		ACPS EEE 4 A_FaceTarget
		boss a 0 A_playsound("ROCKETFIRE")	
		ACPS F 4 BRIGHT A_CustomBulletAttack( 1 , 1 , 1 , 2 )
		boss a 0 A_CustomMissile("CasingHCDropper")
		boss a 0 A_playsound("ROCKETFIRE")	
		ACPS E 4 BRIGHT A_CustomBulletAttack( 2 , 1 , 1 , 2 )
		boss a 0 A_CustomMissile("CasingHCDropper")
		boss a 0 A_playsound("ROCKETFIRE")	
		ACPS F 4 BRIGHT A_CustomBulletAttack( 1 , 2 , 1 , 2 )
		boss a 0 A_CustomMissile("CasingHCDropper")
		boss a 0 A_playsound("ROCKETFIRE")	
		ACPS E 4 BRIGHT A_CustomBulletAttack( 2 , 2 , 1 , 2 )
		boss a 0 A_CustomMissile("CasingHCDropper")
		ACPS F 1 A_CPosRefire
	Goto Missile+1
		
GrenadeT:
		fast a 0 A_JumpIfCloser(600, 1)
	goto FIREP
		ACPS EEEE 4 A_FaceTarget
		boss a 0 A_CustomMissile("HGRANADE", 0, 7, 0, 0, 0)
		ACPS EE 8
	goto see	
		
Death_ALT_Rotate:
		boss z 0 a_setscale(-1,1)
	Goto Death+1
Death_BoomHeadShot_Rotate:
		boss z 0 A_SetScale(-1,1)
	Goto Death.BoomHeadShot+1
		}
}





Actor CHGUYDROP1 : RandomSpawner
{
 DropItem "NADA",255 16
 DropItem "ClipHi", 255,16
 DropItem "ClipHSP", 255 , 10
 DropItem "AK47Clip", 5
}

Actor CHGUYDROP2 : RandomSpawner
{
 DropItem "NADA", 255, 30
 DropItem "ClipHi", 255, 2
 DropItem "ClipHSP", 255 , 5
 DropItem "AK47Clip", 30
}