ACTOR RiotShieldGuy : ShotgunGuy1 30095
{
  //$Title "Riot Shield Sergeant"
  //$Category XV117Monsters
	Obituary "%o was assassinated by a Riot Shield Sergeant."
	Health 50
	Radius 20//50SpriteW(96%=48)
	Height 54//56SpriteH(96%=54)
	Scale 0.96
	Mass 100
	Speed 4
	DropItem "GrenadeAmmo" 3
	Painchance "Shock", 256
	Painchance "beartrap", 255
	damagefactor "Acid", 2.0
	//DropItem "PistolSpawner" 
	damagefactor "Avoid", 0.0
	damagefactor "Use", 0.0
	painchance "Stealth", 256
	DropItem "RevolverSpawnerDropped"
	DropItem "50ammo" 30, 6
	DropItem "Fabric" 30	
	DropItem "flare" 30
	DropItem "generalzombieloot" 10
	DropItem "generalzombieloot" 10
	Tag "Riot Shield Sergeant"
	Species "Zombies"
	+FLOORCLIP
	+AVOIDMELEE
	+DOHARMSPECIES
	States
	{
	
	Death.Fatality:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus", 0, 0, 4, random (-1, 1), random (-1, 1), 5)
	TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus", 0, 0, 4, random (-1, 1), random (-1, 1), 5)
	TNT1 A 0 A_Pain
	TNT1 A 0 A_JumpIfIntargetInventory("FistsSelected", 1, 1)
	Goto Death.ExplosiveImpact
        TNT1 A 0 A_NoBlocking
	Death.Fatality1:	
		TNT1 A 0 A_GiveToTarget("GoFatality", 1)
        TNT1 A 0 A_GiveToTarget("RiotSergeantFatality1", 1)
        Stop

	//////////////////////////////////////

	Spawn:
	  TNT1 A 0
	  TNT1 A 0 ACS_NamedExecuteWithResult("RADARSIGNAL",0)
	  TNT1 A 0 A_GiveInventory("SKShotgunGuy", 1)
	  TNT1 A 0 A_GiveInventory("TypeSergeant", 1)
	  TNT1 A 0 A_GiveInventory("PistolZombieManAmmo", random(0,2))
	  RPSZ A 1
	Givearmor:
		TNT1 A 0 A_JumpIf(GetCVAR("EnemyArmorValue")==true,"Givearmor2")
		goto stand
	Givearmor2:	
		TNT1 A 0 A_GiveInventory("mediumarmor")
		TNT1 A 0 A_GiveInventory("hasmediumarmor")
		Goto Stand	

	Stand:
		TNT1 A 0 A_CheckSight("Stand2")
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 36,0)
		RPSZ A 4 A_Look
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ A 4 A_Look
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ A 4 A_Look
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ A 4 A_Look
		Loop
		
	Stand2:
		RPSZ A 14 A_Look
		Goto Stand
	
	PAIN.TAUNT:
	TNT1 A 0 givebody(1)
	GOTO MISSILE
		
	FallBack:
	TNT1 A 0 A_CheckSight("Advance")
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 1)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ D 2 A_FaceTarget
	RPSZ D 2 A_Recoil(2)
	TNT1 A 0 A_PlaySound("humans/step",3)
	TNT1 A 0 A_jump(64, "Missile")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ C 2 A_FaceTarget
	RPSZ C 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ B 2 A_FaceTarget
	RPSZ B 2 A_Recoil(2)
	TNT1 A 0 A_PlaySound("humans/step",3)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ A 2 A_FaceTarget
	RPSZ A 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ D 2 A_FaceTarget
	RPSZ D 2 A_Recoil(2)
	TNT1 A 0 A_PlaySound("humans/step",3)
	TNT1 A 0 A_jump(64, "Missile")
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ C 2 A_FaceTarget
	RPSZ C 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ B 2 A_FaceTarget
	RPSZ B 2 A_Recoil(2)
	TNT1 A 0 A_PlaySound("humans/step",3)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ A 2 A_FaceTarget
	RPSZ A 2 A_Recoil(2)
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	GOto Missile
	
	SearchForPlayer:
	Idle:
		TNT1 A 0 A_JumpIfHealthLower(1, "Death")
	    TNT1 A 0 A_ClearTarget
	    TNT1 A 0 A_TakeInventory("EnemyMemory", 30)
		TNT1 A 0 A_GiveInventory("SKShotgunGUy", 1)
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 36,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ A 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 36,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ C 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 36,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ A 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 36,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ D 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 0, 36,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ A 10 A_Look
		
		RPSZ A 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		RPSZ B 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		RPSZ C 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		RPSZ D 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		
		TNT1 A 0 A_Jump(128, "Idle")
		RPSZ A 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		RPSZ B 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		RPSZ C 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		RPSZ D 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_Wander
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_JumpIfintargetInventory("predatormode", 1, "SearchforPlayer")
		Loop
		
	See:
	TNT1 A 0 A_JumpIfHealthLower(1, "Death")
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	TNT1 A 0 A_TakeInventory("SKZombieman", 1)
	TNT1 A 0 A_TakeInventory("EnemyMemory", 15)
	TNT1 A 0 A_CheckSight("SeeNeverSeen")
	Goto SeeContinue
	
	SeeContinue:
	TNT1 A 0 A_JumpIfHealthLower(1, "Death")
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	TNT1 A 0 A_JumpIfCloser(148, "FallBack")
	//Advance:
	TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
	//TNT1 A 0 A_JumpIfInventory("EnemyMemory", 15, "SearchForPlayer")
	TNT1 A 0 A_GiveInventory("EnemyMemory", 1)
	TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 20, 0, 0)
	TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
	TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 36,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ AAAAA 2 A_Chase //AAA
	TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 36,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_PlaySound("humans/step",3)
	RPSZ BBBBB 2 A_Chase //BBB

	TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 36,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ CCCCC 2 A_Chase ///CCC
	TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 36,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	TNT1 A 0 A_PlaySound("humans/step",3)
	RPSZ DDDDD 2 A_Chase //DDD
	Loop
		
	SeeNeverSeen:
		TNT1 A 0 A_JumpIfCloser(148, "FallBack")
	Advance:
		TNT1 A 0 A_ChangeFLag("NODROPOFF", 0)
        TNT1 A 0 A_SpawnItemEx("FootStep", 0, 0, 10, 0, 0)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ A 4 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ B 4 A_Chase
		TNT1 A 0 A_PlaySound("humans/step",3)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ C 4 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ D 4 A_Chase
		TNT1 A 0 A_PlaySound("humans/step",3)
		Loop
		
		
	///////////////////////////////////////	
	Missile:
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)	   
		RPSZ EEE 4 A_FaceTarget																	   
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
        TNT1 A 0 A_JumpIfInventory("PistolZombieManAmmo", 6, "Reload")
	   TNT1 A 0 A_PlaySound("revolver/fire",1,1,0,0.4)
        TNT1 A 0 A_PlaySound("revolver/fire2")


	//TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 36, 7, 0, 1, 0)
		RPSZ F 4 BRIGHT A_CustomMissile("MonsterRiotRevolverTracer", 36, 7, random(-12, 12), 0)


TNT1 A 0 A_GiveInventory("PistolZombieManAmmo", 1)
//	TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 36,0)
TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 36, 7, random(-12, 12), 0)	    
TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ EE 4 
 
		Goto SeeContinue

	Reload:
		TNT1 A 0 A_TakeInventory("PistolZombieManAmmo", 6)
        TNT1 A 0 A_PlaySound("revolver/reload", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        RSP6 A 6 //A_CustomMissile("EmptyClipSpawn", 36, 0, random(-11, 11), 0)

		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        RSP6 AA 6
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        RSP6 BB 6
       // TNT1 A 0 A_PlaySound("prel", 3)


TNT1 A 0 A_CustomMissile("RifleCaseSpawn", 36, 0, random(-11, 11), 0)
TNT1 A 0 A_CustomMissile("RifleCaseSpawn", 36, 0, random(-11, 11), 0)
TNT1 A 0 A_CustomMissile("RifleCaseSpawn", 36, 0, random(-11, 11), 0)

RSP6 AA 6 A_PlaySound ("revolver/case") 

TNT1 A 0 A_CustomMissile("RifleCaseSpawn", 36, 0, random(-11, 11), 0)
TNT1 A 0 A_CustomMissile("RifleCaseSpawn", 36, 0, random(-11, 11), 0)
TNT1 A 0 A_CustomMissile("RifleCaseSpawn", 36, 0, random(-11, 11), 0)

        RSP6 BB 6
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        RSP6 CC 6
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
		RPSZ E 6
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
        Goto SeeContinue	

PAIN.SYRINGE2:
	TNT1 A 0 A_CHANGEFLAG("FORCEINFIGHTING",1)
	TNT1 A 0 A_CHANGEFLAG("DOHARMSPECIES",1)
	TNT1 A 0 A_CHANGEFLAG("DONTHARMSPECIES",0)
	TNT1 A 0 A_CHANGEFLAG("DONTHARMCLASS",0)
	TNT1 A 0 A_CHANGEFLAG("NOINFIGHTSPECIES",0)
	TNT1 A 0 A_CHANGEFLAG("NOINFIGHTING",0)
	TNT1 A 0 A_CLEARTARGET
	TNT1 A 0 A_EXPLODE(1,270,XF_NOTMISSILE | XF_EXPLICITDAMAGETYPE,0,270,0,0,"bulletpuff","frenzytrigger")
	goto see
PAIN.FRENZYTRIGGER:
	TNT1 A 0 Healthing(1)
	TNT1 A 0 A_CHANGEFLAG("FORCEINFIGHTING",1)
	TNT1 A 0 A_CHANGEFLAG("DOHARMSPECIES",1)
	TNT1 A 0 A_CHANGEFLAG("DONTHARMSPECIES",0)
	TNT1 A 0 A_CHANGEFLAG("DONTHARMCLASS",0)
	TNT1 A 0 A_CHANGEFLAG("NOINFIGHTSPECIES",0)
	TNT1 A 0 A_CHANGEFLAG("NOINFIGHTING",0)
  goto See

Pain.Shock:
		TNT1 A 0 A_spawnitem("plasmaexplosion",0,30)
		TNT1 A 0 A_giveinventory("shockcharge",30)
		TNT1 A 0 A_playsound("Sparks/Spawn", CHAN_7)
		goto pain
	pain.Acid:
	TNT1 A 0 A_Jump(170,2)
	TNT1 A 0 A_GIVEINVENTORY("ISDOWN",1)
	Pain.Melee:
	TNT1 A 0
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 6)
		RPSZ A 3
		TNT1 A 0 A_JumpIfInventory ("SKShotgunGuy", 1, "StealthKill")
		RPSZ A 3 A_Pain
		Goto SeeContinue
        TNT1 AAAAA 0
        TNT1 A 0 A_TakeInventory("IsDown", 1)
	Pain:
	Pain.Avoid: 
	Pain.Kick:
        TNT1 A 0 A_JumpIfInventory ("IsDown", 1, 7)
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 36,0)
		RPSZ D 4 A_Pain
		RPSZ CBA 3 
		TNT1 A 0 A_JumpIfInventory ("shockcharge", 1, "Shocked")
	DeployShield:
        TNT1 AAAAA 0
        TNT1 A 0 A_FaceTarget
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
        RPSZ E 4
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ E 4
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
        RPSZ E 4
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ E 4
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
        RPSZ E 4
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ E 4
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
        TNT1 A 0 A_TakeInventory("IsDown", 1)
		RPSZ E 4
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
        Goto SeeContinue
		
	Shocked:
	TNT1 A 0 A_takeinventory("shockcharge",1)
	TNT1 A 0 A_spawnitem("plasmashock",0,30)
	TNT1 A 0 A_DamageSelf(2,"plasma")
	goto Pain	
		
	Possession:
		TNT1 A 0 A_SetInvulnerable
		RPSZ A 3
		RPSZ A 3 A_Pain
		"####" "#" 35 ACS_NamedExecuteAlways("Pos - Flicker effect")
		TNT1 A 0 A_UnSetInvulnerable
		Goto See

		Death.Ice:
	Death.Freeze:
	Death.Frost:
	TNT1 A 0 A_ChangeFlag("SHOOTABLE", 0)
	TNT1 A 0 A_ChangeFlag("SOLID", 0)
	TNT1 A 0 A_SpawnItem("FrozenRiotShieldGuy")
	Stop

	}
}

actor RiotShieldPhysics: HeadshotTargetBase
{
Speed 9
+NOTARGET
damagefactor "Cut", 1
damagefactor "SSG", 0.01
damagefactor "Melee", 1
damagefactor "Cutless", 0.1
damagefactor "Saw", 0.1
damagefactor "TE_Revolver", 50
damagefactor "Revolver", 50
damagefactor "Railgun", 50
damagefactor "Plasma", 50
damagefactor "Blast", 50
damagefactor "Taunt", 0.01
damagefactor "Blood", 0.01
damagefactor "BlueBlood", 0.01
damagefactor "Head", 0.0
damagefactor "MinorHead", 0.0
damagefactor "KillMe", 0.0
damagefactor "Explosive", 0.5
damagefactor "DestroyShield", 0.0
damagefactor "ExtremePunches", 10
Health 1500
Radius 12
Height 43
Scale 0.96
BloodType "HitPuff"
PainChance 255
+NOGRAVITY
+SHOOTABLE
+NOTELEPORT
-SOLID
+NODAMAGETHRUST
-THRUGHOST
+NORADIUSDMG
-GHOST
States
{
Spawn:
XXXX A 10
Stop

Pain:
Pain.Cutless:
TNT1 A 0 A_PlaySound ("barrel/pain")
Goto Spawn

Pain.Bullet:
TNT1 A 0 A_PlaySound ("barrel/pain")

TNT1 A 1
Goto Spawn

Pain.SSG:
Pain.Cut:
Pain.Flames:
Pain.Fire:
Pain.Burn:
Pain.Plasma:
Pain.Eat:
Pain.Blast:
Pain.Rip:
Pain.ImpFatalityMarine:
Pain.HKF:
Pain.Melee:
TNT1 A 0 A_PlaySound ("barrel/pain")

TNT1 AAAAAAAAAAAAAA 1
Goto Spawn
 }
}

Actor ExecutedRiotSergeant: DeadShotgunGuy1
{
States{Spawn:
		FSP6 L -1
        Stop 

Death.ChainCut:
Death.ChainSaw:
		TNT1 A 0 A_SpawnItemEx("HealthPlusFatalityBonus", 0, 0, 20, random (-1, 1), random (-1, 1), 8)
		TNT1 A 0 A_SpawnItemEx("ArmorShard", 0, 0, 20, random (-1, 1), random (-1, 1), 8)	
		TNT1 A 0 A_SpawnItemEx("ArmorShard", 0, 0, 20, random (-1, 1), random (-1, 1), 8)			
Death.cut:
Death.saw:
Death.Blast:
	Death.Railgun:
	    TNT1 A 0
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_Jump(12, "Death.Arm")
		TNT1 A 0 A_Jump(128, "Death.Blast2")
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_Scream
		TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		ZXZ7 A 6 A_Stop
		TNT1 A 0 A_SpawnItem ("SergeantFallingHoleOnStomach")
		TNT1 A -1
	    Stop
		
	Death.Blast2:
	    TNT1 A 0 A_XScream
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_CustomMissile ("XDeathArm1", 42, 0, random (0, 360), 2, random (0, 40))
	    TNT1 AAA 0 A_CustomMissile ("Guts", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("XDeath1", 32, 0, random (150, 210), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("Xdeath3", 16, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("Xdeath2", 16, 0, random (130, 210), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAAA 0 A_CustomMissile ("Brutal_FlyingBloodMuchFaster", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AA 0 A_CustomMissile ("SuperWallRedBlood", 32, 0, random (170, 190), 2, random (0, 40))
		TNT1 AAA 0 A_CustomMissile ("BloodMistBig", 40, 0, random (0, 360), 2, random (30, 90))
		TNT1 AAA 0 A_CustomMissile ("BloodMist", 40, 0, random (0, 360), 2, random (40, 90))
		ZXZ6 A 6 A_Stop
		TNT1 A 0 A_SpawnItem("SergeantFallingSplattered")
		TNT1 A -1
	    Stop

Death.Acid:
Death.Plasma: Death.Plasma2:
Death.SHOCK:
		TNT1 A 0
		TNT1 A 0 A_Stop
		PBR1 A 6 A_XScream
		TNT1 AAAA 0 A_CustomMissile ("BluePlasmaFireNonStatic", 42, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAA 0 A_CustomMissile ("Blood", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAA 0 A_CustomMissile ("BloodMistSmall", 32, 0, random (0, 360), 2, random (0, 180))
		TNT1 AAA 0 A_CustomMissile ("Brutal_FlyingBlood", 32, 0, random (0, 360), 2, random (0, 180))
		PBR1 B 6 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_SpawnItemEx ("DetectFloorCraterSmall",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItem("BarrelExplosionSmokeColumn")
		TNT1 A 0 A_SpawnItemEx("TinyBurningPiece", random (-15, 15), random (-15, 15))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece2", random (-35, 35), random (-35, 35))
		TNT1 AA 0 A_SpawnItemEx("TinyBurningPiece3", random (-45, 45), random (-45, 35))
		PBR1 CCDD 3 A_CustomMissile ("BluePlasmaFireNonStatic", 32, 0, random (0, 360), 2, random (0, 180))
		PBR1 EEFF 3 A_CustomMissile ("BluePlasmaFireNonStatic", 24, 0, random (0, 360), 2, random (0, 180))
		PBR1 GG 3 A_CustomMissile ("BluePlasmaFireNonStatic", 22, 0, random (0, 360), 2, random (0, 180))
		PBR1 H -1
		Stop

 Death.fire:
    Death.burn:
	Death.FallInLava:
    Death.flames:
        TNT1 A 0 A_Scream
        TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_GiveToTarget("SoulAmmo", 10)
		TNT1 A 0 A_SpawnItemEx("BurningShotgunGuy",0,0,0,0,0,0,0,288)
        //TNT1 A 0 A_SpawnItem("BurningShotgunguy", 0, 10)
      Stop


		Death:
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_SpawnItem("MeatDeathSmall")
		TNT1 A 0 A_SpawnItem("DeadShotgunguySZD3C")
		TNT1 AA 0 A_CustomMissile ("XDeathArm1", 32, 0, random (0, 360), 2, random (0, 160))
		Stop
}}




ACTOR MonsterRiotRevolverTracer: Tracer
{
+BLOODSPLATTER 
+THRUGHOST
-DONTSPLASH
+THRUACTORS
speed 90
damage (random(30,30))
seesound ""
damagetype Bullet
Decal "BulletChip"
States
{
Spawn:
	TRAC A 1 BRIGHT
	TNT1 A 0 A_ChangeFlag("THRUACTORS", 0)
Fly:
	TRAC A 1 BRIGHT
	Loop
Death:
    TNT1 A 1 A_SpawnItem("HitPuff")
    Stop
	}
}

