ACTOR AutoGunner
{
Health 260
Radius 20
Height 56
Speed 12
Mass 100
PainChance 100
DropItem "HealthFlask" 35
DropItem "ArmorCharge" 35
DropItem "AmmoPack" 20
DropItem "HandGrenadeAmmo" 50 1
DropItem "MineAmmo" 25 1
DropItem "Assault Rifle" 256 1
MONSTER 
+FLOORCLIP
+MISSILEMORE
AttackSound "weapons/assaultrifle"
SeeSound "grunt/sight"
PainSound "grunt/pain"
DeathSound "grunt/death"
ActiveSound "grunt/active"
Obituary "%o was fucked up by an AutoGunner."
States
{
Spawn:
        QZOM A 10 A_Look
		QZOM A 10 A_Look
        Loop
See:
        QZOM AABB 3 A_Chase
        TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
        QZOM CCDD 3 A_Chase
        TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
        Loop
Missile:
		TNT1 A 0 A_JumpIfCloser(350,"Close")
Far:
        QZOM E 10 A_FaceTarget
        TNT1 A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
        QZOM F 2 Bright A_CustomBulletAttack(11,0,1,Random(3,5)*3)
        QZOM E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
        QZOM F 2 Bright A_CustomBulletAttack(11,0,1,Random(3,5)*3)
        QZOM E 2 A_FaceTarget
        TNT1 A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
        QZOM F 2 Bright A_CustomBulletAttack(11,0,1,Random(3,5)*3)
        QZOM E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
        QZOM F 2 Bright A_CustomBulletAttack(11,0,1,Random(3,5)*3)
        QZOM E 2 A_FaceTarget
		TNT1 A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
        QZOM F 2 Bright A_CustomBulletAttack(11,0,1,Random(3,5)*3)
        QZOM E 2 A_FaceTarget
        TNT1 A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
        QZOM F 2 Bright A_CustomBulletAttack(11,0,1,Random(3,5)*3)
        QZOM E 10 A_FaceTarget		
        TNT1 A 0 A_CPosRefire
        Goto Far+1
Close:
        QZOM E 10 A_FaceTarget
        TNT1 A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
        QZOM F 2 Bright A_CPosAttack
        QZOM E 3 A_FaceTarget		
        TNT1 A 0 A_CPosRefire
		Goto Close+1
Pain:
        QZOM G 6 A_Pain
        Goto See
Death:
        QZOM H 5  
        QZOM I 5 A_Scream
        QZOM J 5 A_Fall
        QZOM KL 5 A_SpawnItem("BodyCrash",0,0,0,0)
        QZOM M -1
        Stop
XDeath:
        QZOM N 3
        QZOM O 3 A_XScream
        QZOM P 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
        QZOM Q 3 A_Fall
        QZOM R 3
        QZOM S -1
        Stop
Raise:
		TNT1 A 0
		TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
        QZOM KJIH 5
        Goto See
		}
}
