ACTOR Map21Marines_DnD : DnD_BaseRangedMonster_NoRes replaces Map21Marines
{
	//$Category Friendly NPCs
	Game Doom
	Health 300
	Radius 4
	Height 56
	Speed 6
	PainChance 50
	+ISMONSTER
	+FLOORCLIP
	+FRIENDLY
	+MISSILEMORE
	+MISSILEEVENMORE
	+DONTHURTSPECIES
	+MTHRUSPECIES
	+LOOKALLAROUND
	+NOBLOCKMONST
	+THRUSPECIES
	MaxTargetRange 99999
	Species "Marines"
	Tag "UAC Marine"
	damagefactor "Taunt", 0.0
	damagefactor "Head", 0.0
	damagefactor "CancelTeleportFog", 0.0
	damagefactor "HelperMarineFatallity", 0.0
	damagefactor "Leg", 0.0
	damagefactor "SpawnMarine", 0.0
	damagefactor "TeleportRemover", 0.0
	DamageFactor "CauseObjectsToSplash", 0.0
	damagefactor "GibRemoving", 0.0
	damagefactor "KillMe", 0.0
	damagefactor "FriendBullet", 0.0
	SeeSound "none"
	AttackSound "grunt/attack"
	PainSound "grunt/pain"
	DeathSound "grunt/death"
	ActiveSound "grunt/active"
	Obituary "$OB_ZOMBIE"
	DropItem "Clip"
	States
	{
		SetInfo:
			TNT1 A 0
		Goto SpawnSetup
	
		SpawnSetup:
			PLAY A 0 ACS_NamedExecuteWithResult(
				"DnD Custom Monster Scale",
				DND_CUSTOM_MONSTER | (MONSTERCLASS_SHOTGUNGUY << 9) | (DND_MTYPE_HUMAN_POW << 14),
				-1,
				-1, 
				-1
			)
			PLAY A 0 A_Jump(256, "Idle")
			PLAY A 35
		Wait
	
		Idle:
			PLAY A 1 A_Look
		Goto See
		SeeState:
			TNT1 A 0
			TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
			PLAY AAAABBBB 1 A_Chase
			TNT1 A 0 A_Jump(64, "StrafeLeft", "StrafeRight")
			PLAY CCCCDDDD 1 A_Chase
			PLAY D 0 A_ClearTarget
		Goto Idle
		MissileState:
			TNT1 A 0
			PLAY E 4 A_FaceTarget
			TNT1 A 0 A_PlaySound("weapons/pistol")
			PLAY F 4 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
			PLAY E 4
			PLAY E 0 A_Jump(120, "StrafeLeft", "StrafeRight")
			PLAY E 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)
		PLAY D 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)
		PLAY D 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
		
	PainState:
		PLAY G 3
		PLAY G 3 A_Pain
		Goto See
	XDeathState:
	DeathState:
		PLAY H 5
		PLAY I 5 A_Scream
		PLAY J 5 A_NoBlocking
		PLAY K 5
		PLAY L -1
		Stop
	}
}


ACTOR Map21MarinesVariation1_DnD : Map21Marines_DnD replaces Map21MarinesVariation1 {
	States {
		SetInfo:
			TNT1 A 0
		Goto SpawnSetup
	
		SpawnSetup:
			NPM1 A 0 ACS_NamedExecuteWithResult(
				"DnD Custom Monster Scale",
				DND_CUSTOM_MONSTER | (MONSTERCLASS_SHOTGUNGUY << 9) | (DND_MTYPE_HUMAN_POW << 14),
				-1,
				-1, 
				-1
			)
			NPM1 A 0 A_Jump(256, "Idle")
			NPM1 A 35
		Wait
	
		Idle:
			NPM1 A 1 A_Look
		Goto See
		SeeState:
			TNT1 A 0
			TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
			NPM1 AAAABBBB 1 A_Chase
			TNT1 A 0 A_Jump(64, "StrafeLeft", "StrafeRight")
			NPM1 CCCCDDDD 1 A_Chase
			NPM1 D 0 A_ClearTarget
		Goto Idle
		MissileState:
			TNT1 A 0
			NPM1 E 4 A_FaceTarget
			TNT1 A 0 A_PlaySound("weapons/pistol")
			NPM1 F 4 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
			NPM1 E 4
			NPM1 E 0 A_Jump(120, "StrafeLeft", "StrafeRight")
			NPM1 E 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)
		NPM1 D 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)
		NPM1 D 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
		
	PainState:
		NPM1 G 3
		NPM1 G 3 A_Pain
		Goto See
	XDeathState:
	DeathState:
		NPM1 H 5
		NPM1 I 5 A_Scream
		NPM1 J 5 A_NoBlocking
		NPM1 K 5
		NPM1 L -1
		Stop
	}
}


ACTOR Map21MarinesVariation2_DnD : Map21Marines_DnD replaces Map21MarinesVariation2 {
	States {
		SetInfo:
			TNT1 A 0
		Goto SpawnSetup
	
		SpawnSetup:
			NPM2 A 0 ACS_NamedExecuteWithResult(
				"DnD Custom Monster Scale",
				DND_CUSTOM_MONSTER | (MONSTERCLASS_SHOTGUNGUY << 9) | (DND_MTYPE_HUMAN_POW << 14),
				-1,
				-1, 
				-1
			)
			NPM2 A 0 A_Jump(256, "Idle")
			NPM2 A 35
		Wait
	
		Idle:
			NPM2 A 1 A_Look
		Goto See
		SeeState:
			TNT1 A 0
			TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
			NPM2 AAAABBBB 1 A_Chase
			TNT1 A 0 A_Jump(64, "StrafeLeft", "StrafeRight")
			NPM2 CCCCDDDD 1 A_Chase
			NPM2 D 0 A_ClearTarget
		Goto Idle
		MissileState:
			TNT1 A 0
			NPM2 E 4 A_FaceTarget
			TNT1 A 0 A_PlaySound("weapons/pistol")
			NPM2 F 4 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
			NPM2 E 4
			NPM2 E 0 A_Jump(120, "StrafeLeft", "StrafeRight")
			NPM2 E 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)
		NPM2 D 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)
		NPM2 D 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
		
	PainState:
		NPM2 G 3
		NPM2 G 3 A_Pain
		Goto See
	XDeathState:
	DeathState:
		NPM2 H 5
		NPM2 I 5 A_Scream
		NPM2 J 5 A_NoBlocking
		NPM2 K 5
		NPM2 L -1
		Stop
	}
}


ACTOR Map21MarinesVariation3_DnD : Map21Marines_DnD replaces Map21MarinesVariation3 {
	States {
		SetInfo:
			TNT1 A 0
		Goto SpawnSetup
	
		SpawnSetup:
			NPM3 A 0 ACS_NamedExecuteWithResult(
				"DnD Custom Monster Scale",
				DND_CUSTOM_MONSTER | (MONSTERCLASS_SHOTGUNGUY << 9) | (DND_MTYPE_HUMAN_POW << 14),
				-1,
				-1, 
				-1
			)
			NPM3 A 0 A_Jump(256, "Idle")
			NPM3 A 35
		Wait
	
		Idle:
			NPM3 A 1 A_Look
		Goto See
		SeeState:
			TNT1 A 0
			TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
			NPM3 AAAABBBB 1 A_Chase
			TNT1 A 0 A_Jump(64, "StrafeLeft", "StrafeRight")
			NPM3 CCCCDDDD 1 A_Chase
			NPM3 D 0 A_ClearTarget
		Goto Idle
		MissileState:
			TNT1 A 0
			NPM3 E 4 A_FaceTarget
			TNT1 A 0 A_PlaySound("weapons/pistol")
			NPM3 F 4 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 1, random(-3, 3))
			NPM3 E 4
			NPM3 E 0 A_Jump(120, "StrafeLeft", "StrafeRight")
			NPM3 E 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)
		NPM3 D 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)
		NPM3 D 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
		
		PainState:
			NPM3 G 3
			NPM3 G 3 A_Pain
			Goto See
		DeathState:
		XDeathState:
			NPM3 H 5
			NPM3 I 5 A_Scream
			NPM3 J 5 A_NoBlocking
			NPM3 K 5
			NPM3 L -1
		Stop
	}
}

ACTOR FriendlyTank_DnD : Map21Marines_DnD replaces FriendlyTank
{
	Health 4000
	//$Category Friendly NPCs
	Radius 32
	Height 56
	Scale 1.5
	Mass 9999999999999
	Speed 0
	Tag "UAC Tank"
	+NOPAIN
	+LOOKALLAROUND
	+NOBLOOD
	States
	{
		SetInfo:
			TNT1 A 0
		Goto SpawnSetup
	
		SpawnSetup:
			TANK A 0 ACS_NamedExecuteWithResult(
				"DnD Custom Monster Scale",
				DND_CUSTOM_MONSTER | (MONSTERCLASS_FATSO << 9) | (DND_MTYPE_ROBOTIC_POW << 14),
				-1,
				-1, 
				-1
			)
			TANK A 0 A_Jump(256, "Idle")
			TANK A 35
		Wait
	
	
		Idle:
			TANK A 1 A_Look
		Goto See
	Spawn2:	
		TANK A 1 A_Look
		Goto See
	SeeState:
		TNT1 A 0
		TANK AAAAAAAA 1 A_Chase
		TANK A 0 A_ClearTarget
		Goto Spawn2
	MissileState:
		TNT1 A 0
		TNT1 A 0 A_JumpIfInTargetInventory("TargetIsAMarine", 1, "WrongTarget")
		TANK A 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("TANKFI")
		TANK B 4 BRIGHT A_CustomMissile("FriendlyTankProjectile", 32, 0, 0, 1, random(-3, 3))
		TANK A 100
		TANK A 0 A_ClearTarget
		Goto See
	WrongTarget:
		TANK A 1
		TANK A 0 A_ClearTarget
		Goto See
	XDeathState:
	DeathState:
		TNT1 A 0 A_SpawnItem("SmokePillar")
		TNT1 A 0 A_SpawnItem("FirePitsOfHell")
		TNT1 A 0 A_Explode(500, 300)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
	    TNT1 A 0 A_SpawnItemEx ("DetectCeilCrater",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("ExplosionFlareSpawner",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
        TNT1 A 0 A_SpawnItemEx ("BarrelExplosion",0,0,30,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("BarrelKaboom",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAA 0 A_CustomMissile ("ExplosionFlames", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
        TNT1 AAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 0, 0, random (0, 360), 2, random (0, 180))
		TNT1 A 0 A_CustomMissile ("SFXBigExplosionFlamesSpawner", 10, 0, random (0, 360), 2, random (80, 90))
		TNT1 AAA 0 A_CustomMissile ("SFXBigExplosionFlamesSpawner2", 10, 0, random (0, 360), 2, random (0, 40))
		TNT1 AAAAAAAA 0 A_CustomMissile ("SFXBigExplosionFlamesNoSmoke", 10, 0, random (0, 360), 2, random (0, 40))
	    
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece", 50, random (-15, 15))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece2", 50, random (-35, 35))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece3", 50, random (-45, 35))
		TNT1 AA 0 A_CustomMissile ("BarrelShrapnel1", 75, 0, random (0, 360), 2, random (40, 90))
		TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel2", 65, 0, random (0, 360), 2, random (40, 90))
		TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel3", 45, 0, random (0, 360), 2, random (40, 90))
		TNT1 AAA 0 A_CustomMissile ("BarrelShrapnel4", 45, 0, random (0, 360), 2, random (40, 90))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ExplosionParticleHeavy", 40, 0, random (0, 360), 2, random (40, 90))
		EXPL A 0 Radius_Quake (3, 48, 0, 30, 0)
		BEXP B 0 BRIGHT A_Scream
        TNT1 A 0 A_ALertMonsters
		TNT1 AAAAAAAAAAAAAA 0 A_CustomMissile ("SFXSpawnedExplosion1", 0, 0, random (0, 360), 2, random (0, 20))
		TNT1 A 6 A_CustomMissile ("SFXExplosionSpawner1", 0, 0, random (0, 360), 2, random (80, 90))
		TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile ("ShrapnelParticle2", 0, 0, random (0, 360), 2, random (5, 90))
		TNT1 A 1
		THRF A 0 A_SpawnItemEx ("Rocket",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 1
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 1
		THRF A 0 A_SpawnItemEx ("Rocket",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		//TNT1 A 1
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0
		THRF A 0 A_SpawnItemEx ("Detonator",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 AAAAAAAAAAAAAAA 8
		Stop
	}
}


ACTOR StationaryMarineGuardingArea_DnD : Map21Marines_DnD replaces StationaryMarineGuardingArea
{
	Health 100
	Speed 0
	Height 56
	Mass 400
	States
	{
		SetInfo:
			TNT1 A 0
		Goto SpawnSetup
	
		SpawnSetup:
			PLAY A 0 ACS_NamedExecuteWithResult(
				"DnD Custom Monster Scale",
				DND_CUSTOM_MONSTER | (MONSTERCLASS_SHOTGUNGUY << 9) | (DND_MTYPE_HUMAN_POW << 14),
				-1,
				-1, 
				-1
			)
			PLAY A 0 A_Jump(256, "Idle")
			PLAY A 35
		Wait
	
	Idle:
		PLAY A 1 A_Look
		Goto See
	Spawn2:	
		PLAY A 1 A_Look
		Goto See
	SeeState:
		PLAY A 0
		PLAY EEEEEEEEE 2 A_Chase
		Loop
	MissileState:
		TNT1 A 0
		PLAY E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		PLAY F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 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(-8, 8), 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(-8, 8), 1, random(-3, 3))
		PLAY E 10
		Goto See
	PainState:
		PLAY G 3
		PLAY G 3 A_Pain
		Goto See
	}
}

ACTOR StationaryMarineGuardingArea2_DnD : StationaryMarineGuardingArea_DnD replaces StationaryMarineGuardingArea2
{
	States
	{
		SetInfo:
			TNT1 A 0
		Goto SpawnSetup
	
		SpawnSetup:
			NPM1 A 0 ACS_NamedExecuteWithResult(
				"DnD Custom Monster Scale",
				DND_CUSTOM_MONSTER | (MONSTERCLASS_SHOTGUNGUY << 9) | (DND_MTYPE_HUMAN_POW << 14),
				-1,
				-1, 
				-1
			)
			NPM1 A 0 A_Jump(256, "Idle")
			NPM1 A 35
		Wait
	
	Idle:
		NPM1 A 1 A_Look
		Goto See
	Spawn2:	
		NPM1 A 1 A_Look
		Goto See
	SeeState:
		PLAY A 0
		NPM1 EEEEEEEEE 2 A_Chase
		Loop
	MissileState:
		TNT1 A 0
		NPM1 E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM1 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 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(-8, 8), 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(-8, 8), 1, random(-3, 3))
		NPM1 E 10
		Goto See
	PainState:
		NPM1 G 3
		NPM1 G 3 A_Pain
		Goto See
		
	XDeathState:
	DeathState:
		NPM1 H 5
		NPM1 I 5 A_Scream
		NPM1 J 5 A_NoBlocking
		NPM1 K 5
		NPM1 L -1
		Stop	
	}
}



ACTOR StationaryMarineGuardingArea3_DnD : StationaryMarineGuardingArea_DnD replaces StationaryMarineGuardingArea3
{
	States
	{
		SetInfo:
			TNT1 A 0
		Goto SpawnSetup
	
		SpawnSetup:
			NPM2 A 0 ACS_NamedExecuteWithResult(
				"DnD Custom Monster Scale",
				DND_CUSTOM_MONSTER | (MONSTERCLASS_SHOTGUNGUY << 9) | (DND_MTYPE_HUMAN_POW << 14),
				-1,
				-1, 
				-1
			)
			NPM2 A 0 A_Jump(256, "Idle")
			NPM2 A 35
		Wait
	
	Idle:
		NPM2 A 1 A_Look
		Goto See
	Spawn2:	
		NPM2 A 1 A_Look
		Goto See
	SeeState:
		PLAY A 0
		NPM2 EEEEEEEEE 2 A_Chase
		Loop
	MissileState:
		TNT1 A 0
		NPM2 E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM2 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 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(-8, 8), 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(-8, 8), 1, random(-3, 3))
		NPM2 E 10
		Goto See
	PainState:
		NPM2 G 3
		NPM2 G 3 A_Pain
		Goto See	
		
	XdeathState:
	DeathState:
		NPM2 H 5
		NPM2 I 5 A_Scream
		NPM2 J 5 A_NoBlocking
		NPM2 K 5
		NPM2 L -1
		Stop	
	}
}


ACTOR StationaryMarineGuardingArea4_DnD : StationaryMarineGuardingArea_DnD replaces StationaryMarineGuardingArea4
{
	States
	{
		SetInfo:
			TNT1 A 0
		Goto SpawnSetup
	
		SpawnSetup:
			NPM3 A 0 ACS_NamedExecuteWithResult(
				"DnD Custom Monster Scale",
				DND_CUSTOM_MONSTER | (MONSTERCLASS_SHOTGUNGUY << 9) | (DND_MTYPE_HUMAN_POW << 14),
				-1,
				-1, 
				-1
			)
			NPM3 A 0 A_Jump(256, "Idle")
			NPM3 A 35
		Wait
	
	Idle:
		NPM3 A 1 A_Look
		Goto See
	Spawn2:	
		NPM3 A 1 A_Look
		Goto See
	SeeState:
		PLAY A 0
		NPM3 EEEEEEEEE 2 A_Chase
		Loop
	MissileState:
		TNT1 A 0
		NPM3 E 4 A_FaceTarget
		TNT1 A 0 A_PlaySound("weapons/pistol")
		NPM3 F 2 A_CustomMissile("Map21MarineTracer", 32, 0, random(-8, 8), 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(-8, 8), 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(-8, 8), 1, random(-3, 3))
		NPM3 E 10
		Goto See
	PainState:
		NPM3 G 3
		NPM3 G 3 A_Pain
		Goto See
		
	XDeathState:
	DeathState:
		NPM3 H 5
		NPM3 I 5 A_Scream
		NPM3 J 5 A_NoBlocking
		NPM3 K 5
		NPM3 L -1
		Stop	
	}
}

Actor Map21MarineTracer_DnD : Map21MarineTracer replaces Map21MarineTracer {
	Stamina 1
}

Actor FriendlyTankProjectile_DnD : FriendlyTankProjectile replaces FriendlyTankProjectile {
	Stamina 4
}