actor Smuggler replaces ShotgunGuy 
{
	Health 100
	Radius 20
	Height 56
	Speed 3
	PainChance 128
	Monster
	Mass 400
  +FLOORCLIP
  +MISSILEMORE
  +MISSILEEVENMORE 
  +DONTHURTSPECIES
  +DONTHARMCLASS
  +boss
	scale 0.48
	SeeSound ""
	AttackSound "SOILDATK"
	PainSound "SOILDPAIN"
	DeathSound "SOILDDIE"
	ActiveSound ""
	BloodType "ATRedBlood"
	BloodColor "Red"
	DropItem "PulseRifle"
	DropItem "PulseRifleclip"
	DropItem "grenadeammo"
	States
	{
	Spawn:
		ATS2 A 1 A_Look
		Loop
	See:
                TNT1 A 0 ACS_ExecuteAlways(802, 0, 20, 56)
		ATS2 AAAA 1 A_Wander
		ATS2 BBBB 1 A_Chase
		ATS2 CCCC 1 A_Wander
		ATS2 DDDD 1 A_Chase
		ATS2 EEEE 1 A_Wander
		ATS2 FFFF 1 A_Chase
		ATS2 GGGG 1 A_Wander
		Loop
	Missile:
	    ATS2 H 2
	    TNT1 A 0 A_PlaySound("SOILDATK")
		ATS2 I 1 A_FaceTarget
		ATS2 I 1 Bright A_CustomMissile("EnemyTracer", 50, 0)
		ATS2 J 2 A_FaceTarget
		ATS2 I 1 A_FaceTarget
		ATS2 I 1 Bright A_CustomMissile("EnemyTracer", 50, 0)
		ATS2 J 2 A_FaceTarget
		ATS2 I 1 A_FaceTarget
		ATS2 I 1 Bright A_CustomMissile("EnemyTracer", 50, 0)
		ATS2 J 2 A_FaceTarget
		TNT1 A 0 A_CPosRefire
		Goto Missile+1
	Pain:
		ATS2 K 3 A_Pain
		ATS2 LMN 3
		Goto See
	Death:
		ATS2 O 5 A_Scream
		ATS2 P 5
		ATS2 Q 5
		ATS2 R 5 A_NoBlocking
		ATS2 S -1
		Stop
	XDeath:	
	    TNT1 AAA 0 A_SpawnItem("ATRedBlood", 0, 450) 
		TNT1 A 0 A_Scream
		TNT1 A 0 A_NoBlocking
		Stop		
	}
}

Actor SmugglerBullet : StandartBullet { Damage(1) Speed 30  DeathSound "9MMRIC" }

actor clip2 : ammo
{
  inventory.maxamount 99
}