
//***Che I replaced them all with my synth marines!

/*


ACTOR Map21Marines 4304 //***Che with all the map renumbering its actually map 22 
{
	
	Game Doom
	Health 300
	Radius 4
	Height 56
	Speed 4
	PainChance 50
	Monster
	+FLOORCLIP
	+FRIENDLY
	+MISSILEMORE
	+MISSILEEVENMORE
	+DONTHURTSPECIES
	+MTHRUSPECIES
	+LOOKALLAROUND
	+NOBLOCKMONST
	+THRUSPECIES
	MaxTargetRange 99999
	Species "Marines"
	damagefactor "Taunt", 0.0	damagefactor "Head", 0.0	damagefactor "CancelTeleportFog", 0.0
	damagefactor "HelperMarineFatallity", 0.0	damagefactor "Leg", 0.0
	damagefactor "SpawnMarine", 0.0	damagefactor "TeleportRemover", 0.0
	DamageFactor "CauseObjectsToSplash", 0.0	damagefactor "GibRemoving", 0.0
	damagefactor "KillMe", 0.0	damagefactor "FriendBullet", 0.0
	damagefactor "kick", 0.0 damagefactor "Stomp", 0.0
	
	//***Che They were making default zombie sounds -- 
	// both on pain and grunting while moving. Very incongruous.
	
	//SeeSound "none"
	//AttackSound "grunt/attack"
	//PainSound "grunt/pain"
	//DeathSound "grunt/death"
	//ActiveSound "grunt/active"
	//Obituary "$OB_ZOMBIE"
	
	SeeSound "MRNAT"
	PainSound "map21marine/pain"
	DeathSound "map21marine/death"
	ActiveSound "map21marine/active"
	Obituary "%o fell victim to a friendly fire accident."	
	
	DropItem "Clip"
	States
	{
		Death.superplasma:
		Death.ExtremePunches:
		Death.ExplosiveImpact:
		Death.Blast:
		Death.Explosive:
		Death.Explosives:
			NULL A 0
			NULL A 0 A_NoBlocking
			NULL AAA 0 A_CustomMissile ("FBD_FlyingBlood", 50, 0, random (0, 360), 2, random (0, 160))
			NULL A 0 A_CustomMissile ("XDeathBurnedArm", 32, 0, random (0, 360), 2, random (0, 160))
			NULL A 0 A_CustomMissile ("XDeathBurnedLeg", 32, 0, random (0, 360), 2, random (0, 160))
			NULL A 0 A_CustomMissile ("XDeathBurnedSkull", 32, 0, random (0, 360), 2, random (0, 160))
			NULL A 0 A_CustomMissile ("XDeathBurnedMeat", 32, 0, random (0, 360), 2, random (0, 160))
			NULL A 0 A_CustomMissile ("XDeathBurnedMeat2", 32, 0, random (0, 360), 2, random (0, 160))
			NULL A 0 A_CustomMissile ("XDeathBurnedMeat3", 32, 0, random (0, 360), 2, random (0, 160))
			EXPL AAAAAA 0 A_CustomMissile ("ExplosionSmoke", 32, 0, random (0, 360), 2, random (0, 360))
			NULL A 1
			NULL A -1
			Stop

		Death.burn:
		Death.GreenFire:
		Death.Fire:
		Death.flames:
			NULL A 0
			NULL A 0 A_NoBlocking
			TNT1 A 0 A_PLaySound("BIGSCRE", 2)
			NULL A 0 A_SpawnItem("GenericBurningGuy")
			NULL A 1
			NULL A -1
			Stop		
		
		
		
		Spawn:
			PLAY A 1 A_Look
			Goto See
		See:
			TNT1 A 0
			PLAY AAAABBBB 1 A_Chase
			PLAY CCCCDDDD 1 A_Chase
			Goto Spawn
		Missile:
			TNT1 A 0
			PLAY E 4 A_FaceTarget
			TNT1 A 0 A_PlaySound("weapons/pistol")
			PLAY F 4 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
			PLAY E 4
			TNT1 A 0 A_Jump(120, "StrafeLeft", "StrafeRight")
			TNT1 A 0 A_JumpIfCloser(800, "FallBack")
			Goto See
			
		StrafeLeft:
			PLAY A 3 A_FaceTarget
			TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
			TNT1 A 0 A_Recoil(-3)
			PLAY B 3 ThrustThing(angle*256/360+192, 11, 0, 0)
			PLAY C 3 A_FaceTarget
			TNT1 A 0 A_Recoil(-3)
			PLAY D 3 ThrustThing(angle*256/360+192, 11, 0, 0)
			TNT1 A 0 A_JumpIfCloser(800, "FallBack")
			Goto See
			
		StrafeRight:
			PLAY A 3 A_FaceTarget
			TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
			TNT1 A 0 A_Recoil(-3)
			PLAY B 3 ThrustThing(angle*256/360+64, 11, 0, 0)
			PLAY C 3 A_FaceTarget
			TNT1 A 0 A_Recoil(-3)
			PLAY D 3 ThrustThing(angle*256/360+64, 11, 0, 0)
			TNT1 A 0 A_JumpIfCloser(800, "FallBack")
			Goto See	
		FallBack:
			TNT1 A 0 A_FaceTarget
			TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
			PLAY ABCD 4 A_Recoil(3)
			Goto See
			
		Pain:
			PLAY G 3
			PLAY G 3 A_Pain
			Goto See
		Death:
			PLAY H 5
			PLAY I 5 A_Scream
			PLAY J 5 A_NoBlocking
			PLAY K 5
			PLAY L -1
			Stop
	}
}


ACTOR Map21MarinesVariation1: Map21Marines 4105
{
	States
	{
	Spawn:
		NPM1 A 1 A_Look
		Goto See
	See:
		TNT1 A 0
		NPM1 AAAABBBB 1 A_Chase
		NPM1 CCCCDDDD 1 A_Chase
		Goto Spawn
	Missile:
		TNT1 A 0
		NPM1 E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM1 F 4 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
		NPM1 E 4
		TNT1 A 0 A_Jump(120, "StrafeLeft", "StrafeRight")
		TNT1 A 0 A_JumpIfCloser(800, "FallBack")
		Goto See
		
	StrafeLeft:
		NPM1 A 3 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
		TNT1 A 0 A_Recoil(-3)
		NPM1 B 3 ThrustThing(angle*256/360+192, 11, 0, 0)
		NPM1 C 3 A_FaceTarget
		TNT1 A 0 A_Recoil(-3)
		NPM1 D 3 ThrustThing(angle*256/360+192, 11, 0, 0)
		TNT1 A 0 A_JumpIfCloser(800, "FallBack")
        Goto See
		
	StrafeRight:
		NPM1 A 3 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
		TNT1 A 0 A_Recoil(-3)
		NPM1 B 3 ThrustThing(angle*256/360+64, 11, 0, 0)
		NPM1 C 3 A_FaceTarget
		TNT1 A 0 A_Recoil(-3)
		NPM1 D 3 ThrustThing(angle*256/360+64, 11, 0, 0)
		TNT1 A 0 A_JumpIfCloser(800, "FallBack")
        Goto See	
	FallBack:
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
		NPM1 ABCD 4 A_Recoil(3)
		Goto See
		
	Pain:
		NPM1 G 3
		NPM1 G 3 A_Pain
		Goto See
	Death:
		NPM1 H 5
		NPM1 I 5 A_Scream
		NPM1 J 5 A_NoBlocking
		NPM1 K 5
		NPM1 L -1
		Stop
	}
}


ACTOR Map21MarinesVariation2: Map21Marines 4106
{
	//***Che female, must replace sounds
	SeeSound "map21marine/see_f"
	PainSound "map21marine/pain_f"
	DeathSound "map21marine/death_f"
	ActiveSound "map21marine/active_f"
	States {
		Death.burn:
		Death.GreenFire:
		Death.Fire:
		Death.flames:
			NULL A 0
			NULL A 0 A_NoBlocking
			TNT1 A 0 A_PLaySound("map21marine/xscream_f", 2)
			NULL A 0 A_SpawnItem("GenericBurningGuy")
			NULL A 1
			NULL A -1
			Stop
		Spawn:
			NPM2 A 1 A_Look
			Goto See
		See:
			TNT1 A 0
			NPM2 AAAABBBB 1 A_Chase
			NPM2 CCCCDDDD 1 A_Chase
			Goto Spawn
		Missile:
			TNT1 A 0
			NPM2 E 4 A_FaceTarget
			TNT1 A 0 A_PlaySound("weapons/pistol")
			NPM2 F 4 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
			NPM2 E 4
			TNT1 A 0 A_Jump(120, "StrafeLeft", "StrafeRight")
			TNT1 A 0 A_JumpIfCloser(800, "FallBack")
			Goto See
			
		StrafeLeft:
			NPM2 A 3 A_FaceTarget
			TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
			TNT1 A 0 A_Recoil(-3)
			NPM2 B 3 ThrustThing(angle*256/360+192, 11, 0, 0)
			NPM2 C 3 A_FaceTarget
			TNT1 A 0 A_Recoil(-3)
			NPM2 D 3 ThrustThing(angle*256/360+192, 11, 0, 0)
			TNT1 A 0 A_JumpIfCloser(800, "FallBack")
			Goto See
			
		StrafeRight:
			NPM2 A 3 A_FaceTarget
			TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
			TNT1 A 0 A_Recoil(-3)
			NPM2 B 3 ThrustThing(angle*256/360+64, 11, 0, 0)
			NPM2 C 3 A_FaceTarget
			TNT1 A 0 A_Recoil(-3)
			NPM2 D 3 ThrustThing(angle*256/360+64, 11, 0, 0)
			TNT1 A 0 A_JumpIfCloser(800, "FallBack")
			Goto See	
		FallBack:
			TNT1 A 0 A_FaceTarget
			TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
			NPM2 ABCD 4 A_Recoil(3)
			Goto See
			
		Pain:
			NPM2 G 3
			NPM2 G 3 A_Pain
			Goto See
		Death:
			NPM2 H 5
			NPM2 I 5 A_Scream
			NPM2 J 5 A_NoBlocking
			NPM2 K 5
			NPM2 L -1
			Stop
	}
}


ACTOR Map21MarinesVariation3: Map21Marines 4107
{
	States
	{
		Spawn:
			NPM3 A 1 A_Look
			Goto See
		See:
			TNT1 A 0
			NPM3 AAAABBBB 1 A_Chase
			NPM3 CCCCDDDD 1 A_Chase
			Goto Spawn
		Missile:
			TNT1 A 0
			NPM3 E 4 A_FaceTarget
			TNT1 A 0 A_PlaySound("weapons/pistol")
			NPM3 F 4 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
			NPM3 E 4
			TNT1 A 0 A_Jump(120, "StrafeLeft", "StrafeRight")
			TNT1 A 0 A_JumpIfCloser(800, "FallBack")
			Goto See
			
		StrafeLeft:
			NPM3 A 3 A_FaceTarget
			TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
			TNT1 A 0 A_Recoil(-3)
			NPM3 B 3 ThrustThing(angle*256/360+192, 11, 0, 0)
			NPM3 C 3 A_FaceTarget
			TNT1 A 0 A_Recoil(-3)
			NPM3 D 3 ThrustThing(angle*256/360+192, 11, 0, 0)
			TNT1 A 0 A_JumpIfCloser(800, "FallBack")
			Goto See
			
		StrafeRight:
			NPM3 A 3 A_FaceTarget
			TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
			TNT1 A 0 A_Recoil(-3)
			NPM3 B 3 ThrustThing(angle*256/360+64, 11, 0, 0)
			NPM3 C 3 A_FaceTarget
			TNT1 A 0 A_Recoil(-3)
			NPM3 D 3 ThrustThing(angle*256/360+64, 11, 0, 0)
			TNT1 A 0 A_JumpIfCloser(800, "FallBack")
			Goto See	
		FallBack:
			TNT1 A 0 A_FaceTarget
			TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
			NPM3 ABCD 4 A_Recoil(3)
			Goto See
			
		Pain:
			NPM3 G 3
			NPM3 G 3 A_Pain
			Goto See
		Death:
			NPM3 H 5
			NPM3 I 5 A_Scream
			NPM3 J 5 A_NoBlocking
			NPM3 K 5
			NPM3 L -1
			Stop
	}
}





ACTOR StationaryMarineGuardingArea: Map21Marines 4316
{
	Health 100
	Speed 0
	Height 56
	Mass 400
	States
	{
	Spawn:
		PLAY A 1 A_Look
		Goto See
	Spawn2:	
		PLAY A 1 A_Look
		Goto See
	See:
		PLAY A 0
		PLAY EEEEEEEEE 2 A_Chase
		Loop
	Missile:
		TNT1 A 0
		PLAY E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		PLAY F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
		PLAY E 2
		
		PLAY E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		PLAY F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
		PLAY E 2
		
		PLAY E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		PLAY F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
		PLAY E 10
		Goto See
	Pain:
		PLAY G 3
		PLAY G 3 A_Pain
		Goto See	
	}
}




ACTOR StationaryMarineGuardingArea2: StationaryMarineGuardingArea 4317
{
	States
	{
	Spawn:
		NPM1 A 1 A_Look
		Goto See
	Spawn2:	
		NPM1 A 1 A_Look
		Goto See
	See:
		PLAY A 0
		NPM1 EEEEEEEEE 2 A_Chase
		Loop
	Missile:
		TNT1 A 0
		NPM1 E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM1 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
		NPM1 E 2
		
		NPM1 E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM1 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
		NPM1 E 2
		
		NPM1 E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM1 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
		NPM1 E 10
		Goto See
	Pain:
		NPM1 G 3
		NPM1 G 3 A_Pain
		Goto See
		
	Death:
		NPM1 H 5
		NPM1 I 5 A_Scream
		NPM1 J 5 A_NoBlocking
		NPM1 K 5
		NPM1 L -1
		Stop	
	}
}



ACTOR StationaryMarineGuardingArea3: StationaryMarineGuardingArea 4318
{
	//***Che female, must replace sounds
	SeeSound "map21marine/see_f"
	PainSound "map21marine/pain_f"
	DeathSound "map21marine/death_f"
	ActiveSound "map21marine/active_f"
	States {
		Death.burn:
		Death.GreenFire:
		Death.Fire:
		Death.flames:
			NULL A 0
			NULL A 0 A_NoBlocking
			TNT1 A 0 A_PLaySound("map21marine/xscream_f", 2)
			NULL A 0 A_SpawnItem("GenericBurningGuy")
			NULL A 1
			NULL A -1
			Stop
		Spawn:
			NPM2 A 1 A_Look
			Goto See
		Spawn2:	
			NPM2 A 1 A_Look
			Goto See
		See:
			PLAY A 0
			NPM2 EEEEEEEEE 2 A_Chase
			Loop
		Missile:
			TNT1 A 0
			NPM2 E 4 A_FaceTarget
			TNT1 A 0 A_PlaySound("weapons/pistol")
			NPM2 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
			NPM2 E 2
			
			NPM2 E 2 A_FaceTarget
			TNT1 A 0 A_PlaySound("weapons/pistol")
			NPM2 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
			NPM2 E 2
			
			NPM2 E 2 A_FaceTarget
			TNT1 A 0 A_PlaySound("weapons/pistol")
			NPM2 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
			NPM2 E 10
			Goto See
		Pain:
			NPM2 G 3
			NPM2 G 3 A_Pain
			Goto See	
			
		Death:
			NPM2 H 5
			NPM2 I 5 A_Scream
			NPM2 J 5 A_NoBlocking
			NPM2 K 5
			NPM2 L -1
			Stop	
	}
}


ACTOR StationaryMarineGuardingArea4: StationaryMarineGuardingArea 4319
{
	States
	{
	Spawn:
		NPM3 A 1 A_Look
		Goto See
	Spawn2:	
		NPM3 A 1 A_Look
		Goto See
	See:
		PLAY A 0
		NPM3 EEEEEEEEE 2 A_Chase
		Loop
	Missile:
		TNT1 A 0
		NPM3 E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM3 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
		NPM3 E 2
		
		NPM3 E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM3 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
		NPM3 E 2
		
		NPM3 E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM3 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
		NPM3 E 10
		Goto See
	Pain:
		NPM3 G 3
		NPM3 G 3 A_Pain
		Goto See
		
	Death:
		NPM3 H 5
		NPM3 I 5 A_Scream
		NPM3 J 5 A_NoBlocking
		NPM3 K 5
		NPM3 L -1
		Stop	
	}
}



Actor MarineGuarding: StationaryMarineGuardingArea 8992
	{
Scale 1.0
Height 60
MinMissileChance 1
states
	{
	Spawn:
		TNT1 A 0
		TNT1 A 0 A_SetPitch(angle)
	Idle:	
	    SGUA AAAAA 10 A_Look
		Loop
	See:	
		TNT1 A 0 A_Jump(42, "LookLeft")
		TNT1 A 0 A_Jump(42, "LookRight")
		SGUA AA 0 A_Chase("Missile", "Missile", CHF_DONTMOVE )
		TNT1 A 0 A_SetAngle(pitch)
		SGUA A 25
		Loop
	
	Missile:
		TNT1 A 0
		PLAY E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		PLAY F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
		PLAY E 2
		
		PLAY E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		PLAY F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
		PLAY E 2
		
		PLAY E 2 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		PLAY F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
		PLAY E 10
	AfterMissile:	
		PLAY EEE 1 A_Chase("Missile", "Missile")
		PLAY EEEEE 0 A_Chase("Missile", "Missile")
		Goto See
	Pain:
		PLAY G 3
		PLAY G 3 A_Pain
		Goto See	
		
	LookLeft:
		SGUA AA 0 A_Chase("Missile", "Missile", CHF_DONTMOVE)
		TNT1 A 0 A_SetAngle(pitch)
		SGUA B 30
		TNT1 A 0 A_SetAngle(pitch)
		TNT1 A 0 A_Jump(74, "LookRight")
		Goto See
	LookRight:
		SGUA CC 0 A_Chase("Missile", "Missile", CHF_DONTMOVE)
		TNT1 A 0 A_SetAngle(pitch)
		SGUA C 30
		TNT1 A 0 A_SetAngle(pitch)
		TNT1 A 0 A_Jump(74, "LookLeft")
		Goto See	
	}
}


//***Che fixed his algorithms and switched him to use map scripts
Actor MarineCaptainOnEvacSite: MarineOnEvacSite 8991
{
	+INVULNERABLE
	Scale 1.0
	states
	{
		Spawn:
			CAPM A 1
			SGUA A 0 ACS_NamedExecuteAlways("EdayTXT03Che")
			CAPM A 700
		IsLooking:
			// This function jumps when THERE IS NO LINE OF SIGHT!
			//  Meaning for the script to work you had to LEAVE captain's line of sight
			//CAPM A 5 A_CheckSight("Part2")
			//Loop
			CAPM A 1
			CAPM A 5 A_CheckSight("IsLooking")
			goto Part2
		Part2:
			SGUA A 0 ACS_NamedExecuteAlways("EdayTXT04Che")
			CAPM A 1
			CAPM A -1
			Stop
		See:
			// Redefining it here because pressing Use on him puts him into state of pain
			// BREAKING the game because he returns to the See state as defined in the ancestor classes
			// effectively turning him into a regular guard dummy
			TNT1 A 0
			goto IsLooking
		Idle:
			TNT1 A 0
			goto IsLooking	
		Pain:
			TNT1 A 0
			Goto IsLooking	
	}
}

//***Che switched him to use map scripts
Actor MarineLeavingEvacSite: MarineOnEvacSite 8994
{
	Scale 1.0
	states
	{
		Spawn:
			SGUA A 1
			SGUA A 0 ACS_NamedExecuteAlways("EdayTXT05Che")
			SGUA A 750
			TNT1 A 0 A_NoBlocking
			TNT1 A 0 A_SpawnItemEx("Marine_Rifle",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION | SXF_TRANSFERPOINTERS | SXF_TRANSFERSPECIAL | SXF_CLEARCALLERSPECIAL, 0, tid)
			TNT1 A 0 Thing_SetGoal(tid, 96,0,0)
			Stop
	}
}


Actor MarineCrouching 4795
{
+THRUACTORS
Scale 1.0
states
	{
	Spawn:
	    PLYC A 1
		PLYC A -1
		Stop
	}
}
*/









//***Che: marines in the map 01 cutscene: do zilch damage ----------------------------
/*
!OBSOLETED!

ACTOR SlaughterlambTracer: Map21MarineTracer {
	damage (random(0,1))
}

ACTOR SlaughterlambNPC: Map21Marines 17586 {
	Radius 16
	States {
		Missile:
			TNT1 A 0
			PLAY E 4 A_FaceTarget
			TNT1 A 0 A_PlaySound("weapons/pistol")
			PLAY F 4 A_CustomMissile("SlaughterlambTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
			PLAY E 4
			TNT1 A 0 A_Jump(64, "StrafeLeft", "StrafeRight")
			TNT1 A 0 A_JumpIfCloser(150, "FallBack")
			Goto See
	}
}

Actor SlaughterlambNPC1: Map21MarinesVariation1 17587 {
	Radius 16
	States {
		Missile:
			TNT1 A 0
			NPM1 E 4 A_FaceTarget
			TNT1 A 0 A_PlaySound("weapons/pistol")
			NPM1 F 4 A_CustomMissile("SlaughterlambTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
			NPM1 E 4
			TNT1 A 0 A_Jump(64, "StrafeLeft", "StrafeRight")
			TNT1 A 0 A_JumpIfCloser(150, "FallBack")
			Goto See	
	}
}

Actor SlaughterlambNPC2: Map21MarinesVariation2 17588 {
	Radius 16
	States {
		Missile:
			TNT1 A 0
			NPM2 E 4 A_FaceTarget
			TNT1 A 0 A_PlaySound("weapons/pistol")
			NPM2 F 4 A_CustomMissile("SlaughterlambTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
			NPM2 E 4
			TNT1 A 0 A_Jump(64, "StrafeLeft", "StrafeRight")
			TNT1 A 0 A_JumpIfCloser(150, "FallBack")
			Goto See
	}
}

Actor SlaughterlambNPC3: Map21MarinesVariation3 17589 {
	Radius 16
	States {
		Missile:
			TNT1 A 0
			NPM3 E 4 A_FaceTarget
			TNT1 A 0 A_PlaySound("weapons/pistol")
			NPM3 F 4 A_CustomMissile("SlaughterlambTracer", 32, 0, random(-2, 2), 1, random(-3, 3))
			NPM3 E 4
			TNT1 A 0 A_Jump(64, "StrafeLeft", "StrafeRight")
			TNT1 A 0 A_JumpIfCloser(150, "FallBack")
			Goto See
	}
}
*/
