
// UAC DEFENCE DRONE
/*
*/
ACTOR RLUACDefenceDrone : RLLostSoulBase 16555
{
  Health 25
  Radius 12
  Height 18
  Speed 1
  Mass 50
  
  PainChance 0
  
  MaxTargetRange 512
  
  DamageFactor "Radiation", 0
  DamageFactor "Melee", 0.8
  DamageFactor "Bullet", 0.5
  DamageFactor "Fire", 0.8
  DamageFactor "Neutron", 0.0 // Final Doomer Damagetype
  DamageFactor "Tachyon", 0.25 // Final Doomer Damagetype
  
  +MISSILEMORE
  +DONTFALL
  +LOOKALLAROUND
  +NOINFIGHTING
  +NOBLOOD
  +FLOATBOB
  +NOPAIN
  +NOFEAR
  +SPAWNFLOAT
  +DONTSPLASH
  
  Obituary "%o set off all the gun-toting alarms."
  Tag "Overwatch Drone"
    //$category "MP Armageddon"
  
	DropItem "RLUACDefenceDroneDrop"
	// Guncaster compatibility
	DropItem "Dosh1"
	DropItem "Dosh1", 192
	DropItem "Dosh1", 192
	DropItem "Dosh5", 128
	DropItem "Dosh10", 96
  States
  {
  Spawn:
    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory ("RLFormerOverwatchDroneControl", 1, 2, AAPTR_MASTER)
    TNT1 A 0 A_JumpIfTargetInLOS ("Death.Massacre", 0, JLOSF_CHECKMASTER)
    TNT1 A 0 A_GiveInventory ("RLFormerOverwatchDroneControl", 1, AAPTR_MASTER)
    TNT1 A 0 A_PlaySound("defencedrone/loop", 6, 0.7, 1, 1.5)
    TNT1 A 0 A_JumpIfInventory ("RLDefenceDroneAlerted", 1, "Searching")
    TNT1 A 0 A_SetAngle (angle+8)
    TNT1 A 0 A_LookEx (LOF_NOSOUNDCHECK, 0, 1024, 0, 25, "AlertActivate")
    ADRO A 4 A_LookEx (LOF_NOSIGHTCHECK, 0, 0, 0, 360, "AlertNoActivate")
    TNT1 A 0 A_SetAngle (angle+8)
    TNT1 A 0 A_LookEx (LOF_NOSOUNDCHECK, 0, 1024, 0, 25, "AlertActivate")
    ADRO B 4 A_LookEx (LOF_NOSIGHTCHECK, 0, 0, 0, 360, "AlertNoActivate")
    Goto Spawn
	
  AlertActivate:
    TNT1 A 0 A_GiveInventory ("RLDefenceDroneAlerted", 1)
    TNT1 A 0 A_PlaySound("defencedrone/alarm", 7, 1, 0, 0.4)
    TNT1 A 0 A_AlertMonsters
    ADRO ABABABABABABABAB 1 A_FaceTarget (5)
    TNT1 A 0 A_PlaySound("defencedrone/alarm", 7, 1, 0, 0.4)
    TNT1 A 0 A_AlertMonsters
    ADRO ABABABABABABABAB 1 A_FaceTarget (5)
    TNT1 A 0 A_PlaySound("defencedrone/alarm", 7, 1, 0, 0.4)
    TNT1 A 0 A_AlertMonsters
    ADRO ABABABABABABABAB 1 A_FaceTarget (5)
    TNT1 A 0 A_PlaySound("defencedrone/alarm", 7, 1, 0, 0.4)
    TNT1 A 0 A_AlertMonsters
    ADRO ABABABABABABABAB 1 A_FaceTarget (5)
    TNT1 A 0 A_MonsterRefire(0, "Overwatch")
    Goto Missile
  AlertNoActivate:
    TNT1 A 0 A_GiveInventory ("RLDefenceDroneAlerted", 1)
    Goto See
	
  Searching:
    TNT1 A 0 A_PlaySound("defencedrone/loop", 6, 0.7, 1, 1.5)
    TNT1 A 0 A_JumpIf (z <= floorz, "BlastoffSearch")
    TNT1 A 0 A_LookEx (LOF_NOSOUNDCHECK, 0, 1024, 0, 360, "See")
    ADRO A 1 A_Wander
    TNT1 A 0 A_JumpIf (z <= floorz, "BlastoffSearch")
    TNT1 A 0 A_LookEx (LOF_NOSOUNDCHECK, 0, 1024, 0, 360, "See")
    ADRO B 1 A_Wander
    Loop
  BlastoffSearch:
    TNT1 A 0 ThrustThingZ(0, 15, 0, 1)
    ADRO ABABAB 1
    Goto Searching
  Blastoff:
    TNT1 A 0 ThrustThingZ(0, 15, 0, 1)
    ADRO ABABAB 1 A_Chase ("", "Missile", CHF_DONTMOVE)
    Goto See
	
  See:
    TNT1 A 0 A_TakeInventory ("RLDefenceDroneAccuracyCounter", 7)
    TNT1 A 0 A_PlaySound("defencedrone/loop", 6, 0.7, 1, 1.5)
    TNT1 A 0 A_JumpIf (z <= floorz, "Blastoff")
    ADRO A 1 A_Chase
    TNT1 A 0 A_JumpIf (z <= floorz, "Blastoff")
    ADRO B 1 A_Chase
    Loop
	
  Overwatch:
    TNT1 A 0 A_JumpIfCloser (600, 1)
	Goto MissileEnd
    TNT1 A 0 A_TakeInventory ("RLDefenceDroneAccuracyCounter", 1)
    TNT1 A 0 A_Chase ("", "MissileRestartFire", CHF_DONTMOVE)
    ADRO A 1 A_FaceTarget
    TNT1 A 0 A_Chase ("", "MissileRestartFire", CHF_DONTMOVE)
    ADRO B 1 A_FaceTarget
    Loop
  MissileRestartFire:
    ADRO ABA 1 A_FaceTarget
    TNT1 A 0 A_PlaySound("defencedrone/target", 7)
    TNT1 A 0 A_Jump (256, 4,8,12)
    ADRO ABABABABABABABABABABABABABABABAB 1 A_FaceTarget
    Goto MissileFire
	
  MissileProper:
    TNT1 A 0 A_JumpIfCloser (600, 1)
	Goto See
  StandardMissile:
    TNT1 A 0 A_PlaySound("defencedrone/target", 7)
    ADRO ABABABABABAB 1 A_FaceTarget (5)
    TNT1 A 0 A_GiveInventory ("RLDefenceDroneOverwatch", 1)
    TNT1 A 0 A_MonsterRefire(0, "Overwatch")
	Goto MissileFire
  MissileFire:
  RepeatProper:
    TNT1 A 0 A_JumpIfCloser (600, 1)
	Goto MissileEnd
    TNT1 A 0 A_JumpIfInventory ("RLDefenceDroneAccuracyCounter", 28, "MissileFire8")
    TNT1 A 0 A_JumpIfInventory ("RLDefenceDroneAccuracyCounter", 24, "MissileFire7")
    TNT1 A 0 A_JumpIfInventory ("RLDefenceDroneAccuracyCounter", 20, "MissileFire6")
    TNT1 A 0 A_JumpIfInventory ("RLDefenceDroneAccuracyCounter", 16, "MissileFire5")
    TNT1 A 0 A_JumpIfInventory ("RLDefenceDroneAccuracyCounter", 12, "MissileFire4")
    TNT1 A 0 A_JumpIfInventory ("RLDefenceDroneAccuracyCounter", 8, "MissileFire3")
    TNT1 A 0 A_JumpIfInventory ("RLDefenceDroneAccuracyCounter", 4, "MissileFire2")
  MissileFire1:
    TNT1 A 0 A_PlaySound("rlmonsters/chaingun", CHAN_WEAPON, 1, 0, 0.7)
    TNT1 A 0 A_PlaySound("rlmonsters/chaingun", CHAN_ITEM, 0.05, 0, 0.20)
    ADRO C 1 Bright A_CustomBulletAttack (52, 7.5, 1, random(1,5) * 3, "RLEnemyBulletPuff", 0, CBAF_NORANDOM)
    TNT1 A 0 A_GiveInventory ("RLDefenceDroneAccuracyCounter", 1)
    ADRO DC 1 Bright
    ADRO B 1
    TNT1 A 0 A_MonsterRefire(164, "Overwatch")
    Goto RepeatFriendlyCheck
  MissileFire2:
    TNT1 A 0 A_PlaySound("rlmonsters/chaingun", CHAN_WEAPON, 1, 0, 0.7)
    TNT1 A 0 A_PlaySound("rlmonsters/chaingun", CHAN_ITEM, 0.05, 0, 0.20)
    ADRO C 1 Bright A_CustomBulletAttack (48, 7, 1, random(1,5) * 3, "RLEnemyBulletPuff", 0, CBAF_NORANDOM)
    TNT1 A 0 A_GiveInventory ("RLDefenceDroneAccuracyCounter", 1)
    ADRO DC 1 Bright
    ADRO B 1
    TNT1 A 0 A_MonsterRefire(164, "Overwatch")
    Goto RepeatFriendlyCheck
  MissileFire3:
    TNT1 A 0 A_PlaySound("rlmonsters/chaingun", CHAN_WEAPON, 1, 0, 0.7)
    TNT1 A 0 A_PlaySound("rlmonsters/chaingun", CHAN_ITEM, 0.05, 0, 0.20)
    ADRO C 1 Bright A_CustomBulletAttack (44, 6.5, 1, random(1,5) * 3, "RLEnemyBulletPuff", 0, CBAF_NORANDOM)
    TNT1 A 0 A_GiveInventory ("RLDefenceDroneAccuracyCounter", 1)
    ADRO DC 1 Bright
    ADRO B 1
    TNT1 A 0 A_MonsterRefire(164, "Overwatch")
    Goto RepeatFriendlyCheck
  MissileFire4:
    TNT1 A 0 A_PlaySound("rlmonsters/chaingun", CHAN_WEAPON, 1, 0, 0.7)
    TNT1 A 0 A_PlaySound("rlmonsters/chaingun", CHAN_ITEM, 0.05, 0, 0.20)
    ADRO C 1 Bright A_CustomBulletAttack (40, 6, 1, random(1,5) * 3, "RLEnemyBulletPuff", 0, CBAF_NORANDOM)
    TNT1 A 0 A_GiveInventory ("RLDefenceDroneAccuracyCounter", 1)
    ADRO DC 1 Bright
    ADRO B 1
    TNT1 A 0 A_MonsterRefire(164, "Overwatch")
    Goto RepeatFriendlyCheck
  MissileFire5:
    TNT1 A 0 A_PlaySound("rlmonsters/chaingun", CHAN_WEAPON, 1, 0, 0.7)
    TNT1 A 0 A_PlaySound("rlmonsters/chaingun", CHAN_ITEM, 0.05, 0, 0.20)
    ADRO C 1 Bright A_CustomBulletAttack (36, 5.5, 1, random(1,5) * 3, "RLEnemyBulletPuff", 0, CBAF_NORANDOM)
    TNT1 A 0 A_GiveInventory ("RLDefenceDroneAccuracyCounter", 1)
    ADRO DC 1 Bright
    ADRO B 1
    TNT1 A 0 A_MonsterRefire(164, "Overwatch")
    Goto RepeatFriendlyCheck
  MissileFire6:
    TNT1 A 0 A_PlaySound("rlmonsters/chaingun", CHAN_WEAPON, 1, 0, 0.7)
    TNT1 A 0 A_PlaySound("rlmonsters/chaingun", CHAN_ITEM, 0.05, 0, 0.20)
    ADRO C 1 Bright A_CustomBulletAttack (32, 5, 1, random(1,5) * 3, "RLEnemyBulletPuff", 0, CBAF_NORANDOM)
    TNT1 A 0 A_GiveInventory ("RLDefenceDroneAccuracyCounter", 1)
    ADRO DC 1 Bright
    ADRO B 1
    TNT1 A 0 A_MonsterRefire(164, "Overwatch")
    Goto RepeatFriendlyCheck
  MissileFire7:
    TNT1 A 0 A_PlaySound("rlmonsters/chaingun", CHAN_WEAPON, 1, 0, 0.7)
    TNT1 A 0 A_PlaySound("rlmonsters/chaingun", CHAN_ITEM, 0.05, 0, 0.20)
    ADRO C 1 Bright A_CustomBulletAttack (28, 4.5, 1, random(1,5) * 3, "RLEnemyBulletPuff", 0, CBAF_NORANDOM)
    TNT1 A 0 A_GiveInventory ("RLDefenceDroneAccuracyCounter", 1)
    ADRO DC 1 Bright
    ADRO B 1
    TNT1 A 0 A_MonsterRefire(164, "Overwatch")
    Goto RepeatFriendlyCheck
  MissileFire8:
    TNT1 A 0 A_PlaySound("rlmonsters/chaingun", CHAN_WEAPON, 1, 0, 0.7)
    TNT1 A 0 A_PlaySound("rlmonsters/chaingun", CHAN_ITEM, 0.05, 0, 0.20)
    ADRO C 1 Bright A_CustomBulletAttack (26, 4, 1, random(1,5) * 3, "RLEnemyBulletPuff", 0, CBAF_NORANDOM)
    ADRO DC 1 Bright
    ADRO B 1
    TNT1 A 0 A_MonsterRefire(164, "Overwatch")
    Goto RepeatFriendlyCheck
  MissileEnd:
    TNT1 A 0 A_TakeInventory ("RLDefenceDroneOverwatch", 1)
    TNT1 A 0 A_TakeInventory ("RLDefenceDroneAccuracyCounter", 28)
    ADRO ABAB 1 A_FaceTarget
    Goto See
	
  PainMain:
    TNT1 A 0 A_Pain
    Goto See

  //Fire
  Pain.Meteorfist:
	"####" "#" 0 A_FaceTarget
	"####" "#" 0 A_ChangeVelocity(frandom(-13.0,-17.0),0,frandom(9.0,11.0),CVF_RELATIVE)
	"####" "#" 0 A_Jump(256,"Pain")
	Goto Pain
  Pain.Fire:
	"####" "#" 0 A_Jump(256,"Pain")
	Goto Pain
	
  DeathMain:
    TNT1 A 0 A_GiveInventory ("RLUACDefenceDroneKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    TNT1 A 0 A_StopSound(6)
    TNT1 A 0 A_Stop
    TNT1 A 0 A_PlaySound("rlmonsters/missilehit", 7, 1, 0, 0.3)
	TNT1 A 0 A_JumpIf(CallACS("DRLA_MonsterQuake") == 0, 3)
    TNT1 A 0 A_Quake(1, 12, 0, 512, "")
    TNT1 A 0 A_Quake(3, 6, 0, 256, "")
    TNT1 A 0 A_SetTranslucent (0.95, 1)
    TNT1 A 0 A_ChangeFlag ("FLOATBOB", 0)
    TNT1 A 0 A_CustomMissile("RLDefenceDroneExplosion",12,0)
	TNT1 A 0 A_JumpIf(CallACS("GnuCustardCheck"), "GuncasterImpact")
    ADRO E 4 Bright A_Scream
    ADRO F 4 Bright A_NoBlocking
    ADRO GH 3 Bright
    ADRO IJ 2 Bright
	TNT1 A 0
    "####" "#" 0 A_Jump(256, "DestroyedEnd")
    Goto DestroyedEnd
  DeathFrame:
    TNT1 A 0
    "####" "#" 0 A_Jump(256, "DeathEnd")
    Goto DeathEnd
	
  //Fire
  Death.Meteorfist:
	"####" "#" 0 A_FaceTarget
	"####" "#" 0 A_ChangeVelocity(frandom(-15.0,-20.0),0,frandom(10.0,15.0),CVF_RELATIVE)
	"####" "#" 0 A_Jump(256,"Death")
	Goto Death
  Death.Lightning:
  Death.LightningBlue:
  Death.Fire:
	"####" "#" 0 A_Jump(256,"Death")
	Goto Death
	
	//Ice
  GenericFreezeDeath:
	"####" "#" 0 A_GiveInventory ("RLUACDefenceDroneKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    "####" "#" 0 A_Jump(256, "GenericFreezeMana")
    Goto GenericFreezeMana
//==============================================================================
//					--	DOOMRL ARSENAL STUFF  --
//==============================================================================
  ArsenalMissileCheck:
	"####" "#" 0 A_JumpIf(CallACS("DRLA_specialstarts") == 2, "Duke2LaserAttack")
    "####" "#" 0 A_JumpIfInventory("DRPGShadowAuraToken", 1, "ShadowAuraMissileAttack") // DRPG Shadow Aura
    "####" "#" 0 A_JumpIfInventory("LDLegendaryMonsterTransformed", 1, "LegendaryMissileAttack") // LegenDoom legendary monster
    "####" "#" 0 A_Jump(256, "MissileProper")
	Goto MissileProper
  ArsenalRepeatCheck:
	"####" "#" 0 A_JumpIf(CallACS("DRLA_specialstarts") == 2, "Duke2LaserRepeat")
    "####" "#" 0 A_JumpIfInventory("DRPGShadowAuraToken", 1, "ShadowAuraRepeatAttack") // DRPG Shadow Aura
    "####" "#" 0 A_JumpIfInventory("LDLegendaryMonsterTransformed", 1, "LegendaryRepeatAttack") // LegenDoom legendary monster
    "####" "#" 0 A_Jump(256, "RepeatProper")
	Goto RepeatProper
	
	
  Pain.RigelBlast:
    TNT1 A 0 A_PlaySound("weapons/dn2gunhit", CHAN_BODY)
    D2F2 S 2 Bright
    Goto See
  Pain.NeuralStun:
    D2F2 S 2 Bright
    Goto See
  Pain.CyberDisruptor:
    TNT1 A 0
    Goto Pain.LightningBlue
	
  Death.NeuralStun:
    TNT1 A 0
    Goto Death
  XDeath.RigelBlast:
  Death.RigelBlast:
    TNT1 A 0 A_GiveInventory ("RLDuke2Score", 500, AAPTR_TARGET)
    TNT1 A 0 A_GiveInventory ("RLUACDefenceDroneKillIncrementer", 1, AAPTR_PLAYER1) // Used for tallying total kills and bestiary info
    TNT1 A 0 A_PlaySound("weapons/dn2gunexplosion", CHAN_BODY)
    TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_SpawnItemEx ("RLDuke2MediumExplosion", 0,0,16, 0,0,0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 35
    Stop
	
//==============================================================================
//					--	Special Monster Attacks  --
//==============================================================================
  Duke2LaserAttack:
    TNT1 A 0 A_PlaySound("defencedrone/target", 7)
    ADRO ABABABABABAB 1 A_FaceTarget (5)
  Duke2LaserRepeat:
    ADRO C 1 Bright A_CustomMissile ("RLDuke2EnemyBasicShot", 14, 0, frandom(-8,8), CMF_OFFSETPITCH, frandom(-4,4))
    ADRO DC 1 Bright
    ADRO B 1
	TNT1 A 0 A_MonsterRefire (40, "See")
    Goto RepeatFriendlyCheck

//==============================================================================
//					--	Final Doomer Compatibility Stuff  --
//==============================================================================
  DeathXSparkFrame:
    "####" "#" 0 A_JumpIfInTargetInventory("Mana",0,2)
    "####" "#" 0 A_DropItem("MinorManaPod",-1,54)
    ADRO A 0
    "####" "#" 0 A_Jump(256, "DeathXSpark")
	Goto DeathXSpark
	
//==============================================================================
//					--	Guncaster Compatibility Stuff  --
//==============================================================================
	MidasFrame1:
		ADRO A 0 A_SpawnItemEx("Midas_Statue_LostSoul", 0,0,0, 0,0,0, 0,SXF_TRANSFERPOINTERS|SXF_TRANSFERSPRITEFRAME)
		TNT1 A 0 A_JumpIf(1, "DestroyedEnd")
		Goto DestroyedEnd
	MidasFrame2:
		ADRO A 0 A_SpawnItemEx("Midas_Statue_LostSoul", 0,0,0, frandom(-10.0,-12.0),0,frandom(1.0,3.0), 0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_TRANSFERSPRITEFRAME)
		TNT1 A 10 A_KillChildren
		TNT1 A 0 A_JumpIf(1, "DestroyedEnd")
		Goto DestroyedEnd
	MidasFrame3:
		ADRO A 0 A_SpawnItemEx("Midas_Statue_LostSoul", 0,0,0, frandom(-15.0,-20.0),0,frandom(10.0,15.0), 0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_TRANSFERSPRITEFRAME)
		TNT1 A 10 A_KillChildren
		TNT1 A 0 A_JumpIf(1, "DestroyedEnd")
		Goto DestroyedEnd
		
	//Gumpop
    Death.Acid:    //So I did mention about meltdown death once...
        "####" "#" 0 A_JumpIfInTargetInventory("Mana",0,2)
        "####" "#" 0 A_DropItem("MinorManaPod",-1,24)
        "####" "#" 0 ACS_NamedExecuteAlways("Toxic Avenger")
        "####" "#" 0 A_NoBlocking
        "####" "#" 0 A_Scream
    AcidDeathLoop:
        "####" "#" 0 A_JumpIf(ScaleY <= 0, "DestroyedEnd")
        "####" "#" 0 A_FadeOut(0.03)
        ADRO A 1 A_SetScale(ScaleX + 0.03, ScaleY - 0.03)
        Loop
		
	//Thunderstruck
	Pain.Lightning:
		"####" "#" 0 A_Jump(164,1)
		Goto Pain
		ADRO A 0 A_ChangeFlag("NOPAIN",1)
		"####" "#" 0 A_SetUserVar("User_LightningLock", User_LightningLock + 10)
		"####" "#" 0 A_Jump(256,"LightningLock")
		Goto LightningLock
		
	//Cauterizer
	Pain.LightningBlue:
		"####" "#" 0 A_Jump(48,1)
		Goto Pain
		ADRO A 0 A_ChangeFlag("NOPAIN",1)
		"####" "#" 0 A_SetUserVar("User_LightningLock", User_LightningLock + 10)
		"####" "#" 0 A_Jump(256,"BlueLightningLock")
		Goto BlueLightningLock
		
		// Overwrite these for monsters that do not leave corpses behind
	//Dreadful
	Death.Tiberium:
		"####" "#" 0 A_Jump(256, "Death")
		Goto Death
	Death.BlueTiberium:
		"####" "#" 0 A_Jump(256, "Death")
		Goto Death
	//Fire and Lightning
	Death.Fire:
		"####" "#" 0 A_Jump(256,"Death")
		Goto Death
	  
  GuncasterImpact:
    TNT1 A 0 A_Scream
    TNT1 A 0 A_NoBlocking
    TNT1 A 0 A_PlaySound("Matriarch/Hit", 5, 0.8)
    TNT1 A 0 A_PlaySound("Matriarch/Exp", 6, 1.0)
    TNT1 A 0 A_PlaySound("Matriarch/Exp", CHAN_ITEM, 0.05, 0, 0.05)
    TNT1 A 0 A_SpawnItemEx("RLGuncasterMonsterExplosion", 0,0,0, 0,0,0, 0, SXF_CLIENTSIDE | SXF_NOCHECKPOSITION)
    "####" "#" 0 A_Jump(256, "DestroyedEnd")
    Goto DestroyedEnd
  }
}

ACTOR RLDefenceDroneExplosion : Rocket
{
   Radius 1
   Height 1
   +THRUGHOST
   -RANDOMIZE
   -DEHEXPLOSION
   -ROCKETTRAIL
   DamageType "Fire"
   PainType "Explosion"
   DeathType "Explosion"
   Speed 0
   Damage 0
   SeeSound ""
   DeathSound ""
   Obituary "$OB_BARREL" // "%o went boom."
  States
  {
  Spawn:
    TNT1 A 0 NoDelay A_Explode (12, 32)
    TNT1 A 8
    Stop
  }
}

Actor RLDefenceDroneAlerted : Inventory
{
inventory.maxamount 1
}

Actor RLDefenceDroneOverwatch : Inventory
{
inventory.maxamount 1
}

Actor RLDefenceDroneAccuracyCounter : Inventory
{
inventory.maxamount 28
}

ACTOR RLCCUACDefenceDrone : RLUACDefenceDrone
{
  DeathSound "rlmonsters/missilehit"
  +TOUCHY
  States
  {
  Spawn:
    ADRO AB 1
    Loop
  See:
    ADRO AB 1
    Loop
  Missile:
    ADRO CDC 1 Bright
    ADRO B 1
    Goto Missile
  Melee:
    Stop
  Death:
    ADRO E 4 Bright A_Scream
    ADRO F 4 Bright A_NoBlocking
    ADRO GH 3 Bright
    ADRO IJ 2 Bright
    TNT1 A 15
    Stop
  }
}

//==============================================================================
//							MONSTER'S ITEM POOL

ACTOR RLUACDefenceDroneDrop : RLEnemyWeaponDrop
{
	States
	{
	WeaponDrop: // Drops for DRLA Arsenal + Monsterpack
		TNT1 A 0 A_DropItem("RLClip")
		Stop
	WeaponDropNoArsenal: // Drops for Monsterpack
		TNT1 A 0 A_DropItem("Clip")
		Stop
	WeaponDropVanilla: // Drops for Monsterpack if vanilla drops option is enabled
		TNT1 A 0 A_DropItem("Clip")
		Stop
	DonutstealDrop: // Drops for Demonsteele
		TNT1 A 0 A_DropItem("Clip")
		Stop
	}
}
