ACTOR "Firefly Trooper Captain" : "Firefly Trooper" 31099
{
    //$Category DN3D Aliens //Firefly Troopers
    Obituary "%o was roasted by a Firefly Trooper Captain."
    Health 240
	Mass 440
    DropItem "Incinerator Ammo" 64 25
	States
    {
    Spawn:
        FFT2 A 0 
	    FFT2 A 0 A_SetShootable
		FFT2 A 0 Thing_ChangeTID(0,1000)
		FFT2 A 2 A_Look
        Loop
	See:
	    FFT2 A 0 
		FFT2 A 0 A_SetShootable
		FFT2 A 0 A_JumpIfInventory("FireFlyFloatCheck",1,"FlySee")
		FFT2 A 0 A_StopSoundEx("SoundSlot7")
		FFT2 AAABBB 2 A_Chase
		FFT2 B 0 A_SpawnItem("AlienStep1",0,0,0,0)
		FFT2 CCCDDD 2 A_Chase
		FFT2 D 0 A_SpawnItem("AlienStep1",0,0,0,0)
		FFT2 A 0 A_Jump(6,"GiveFly")
        Loop
	FlySee:
	    FFT2 I 0
		FFT2 I 0 A_SetShootable
		FFT2 I 0 A_PlaySoundEx("JetPack/Active","SoundSlot7",1)
		FFT2 I 0 A_Jump(10,"FlySee2")
		FFT2 I 0 A_CheckFloor("TakeFly")
        FFT2 I 2 A_Chase
        Goto See
	FlySee2:
	    FFT2 I 0
		FFT2 I 0 A_SetShootable
		FFT2 I 0 A_PlaySoundEx("JetPack/Active","SoundSlot7",1)
		FFT2 I 0 A_Jump(10,"FlySee2")
		FFT2 I 0 A_CheckFloor("TakeFly")
		FFT2 I 0 A_SentinelBob
        FFT2 IIIIII 2 A_Chase
        Goto See
	GiveFly:
	    FFT2 A 0 
		FFT2 A 0 A_ChangeFlag("FLOAT",1)
		FFT2 A 0 A_ChangeFlag("GHOST",1)
		FFT2 A 0 A_ChangeFlag("NOGRAVITY",1)
		FFT2 A 0 A_ChangeFlag("FLOORCLIP",0)
		FFT2 A 0 A_ChangeFlag("SPAWNFLOAT",1)
	    FFT2 A 1 A_GiveInventory("FireFlyFloatCheck",1)
		FFT2 A 1 A_UnsetShootable
		FFT2 A 1 ThrustThingZ(0,3,0,1)
		FFT2 I 1 A_SetScale(0.69,0.69)
		FFT2 I 1 A_SetScale(0.68,0.68)
		FFT2 I 1 A_SetScale(0.67,0.67)
		FFT2 I 1 A_SetScale(0.66,0.66)
		FFT2 I 1 A_SetScale(0.65,0.65)
		FFT2 I 1 A_SetScale(0.64,0.64)
		FFT2 I 1 A_SetScale(0.63,0.63)
		FFT2 I 1 A_SetScale(0.62,0.62)
		FFT2 I 1 A_SetScale(0.61,0.61)
		FFT2 I 1 A_SetScale(0.60,0.60)
		FFT2 I 1 A_SetScale(0.59,0.59)
		FFT2 I 1 A_SetScale(0.58,0.58)
		FFT2 I 1 A_SetScale(0.57,0.57)
		FFT2 I 1 A_SetScale(0.56,0.56)
		FFT2 I 1 A_SetScale(0.55,0.55)
		FFT2 I 1 A_SetScale(0.54,0.54)
		FFT2 I 1 A_SetScale(0.53,0.53)
		FFT2 I 1 A_SetScale(0.52,0.52)
		FFT2 I 1 A_SetScale(0.51,0.51)
		FFT2 I 1 A_SetScale(0.50,0.50)
		FFT2 I 1 A_SetScale(0.49,0.49)
		FFT2 I 1 A_SetScale(0.48,0.48)
		FFT2 I 1 A_SetScale(0.47,0.47)
		FFT2 I 1 A_SetScale(0.46,0.46)
		FFT2 I 1 A_SetScale(0.45,0.45)
		FFT2 I 1 A_SetScale(0.44,0.44)
		FFT2 I 1 A_SetScale(0.43,0.43)
		FFT2 I 1 A_SetScale(0.42,0.42)
		FFT2 I 1 A_SetScale(0.41,0.41)
		FFT2 I 1 A_SetScale(0.40,0.40)
		FFT2 I 1 A_SetScale(0.39,0.39)
		FFT2 I 1 A_SetScale(0.38,0.38)
		FFT2 I 1 A_SetScale(0.37,0.37)
		FFT2 I 1 A_SetScale(0.36,0.36)
		FFT2 I 1 A_SetScale(0.35,0.35)
		FFT2 I 1 A_SetScale(0.34,0.34)
		FFT2 I 1 A_SetScale(0.33,0.33)
		FFT2 I 1 A_SetScale(0.32,0.32)
		FFT2 I 1 A_SetScale(0.31,0.31)
		FFT2 I 1 A_SetScale(0.30,0.30)
		FFT2 I 1 A_SetScale(0.29,0.29)
		FFT2 I 1 A_SetScale(0.28,0.28)
		FFT2 I 1 A_SetScale(0.27,0.27)
		FFT2 I 1 A_SetScale(0.26,0.26)
		FFT2 I 1 A_SetScale(0.25,0.25)
		FFT2 I 1 A_SetScale(0.24,0.24)
		FFT2 I 1 A_SetScale(0.23,0.23)
		FFT2 I 1 A_SetScale(0.22,0.22)
		FFT2 I 1 A_SetScale(0.21,0.21)
		FFT2 I 1 A_SetScale(0.20,0.20)
		FFT2 I 1 A_SetScale(0.19,0.19)
		FFT2 I 1 A_SetScale(0.18,0.18)
		FFT2 I 1 A_SetScale(0.17,0.17)
		FFT2 I 1 A_SetScale(0.16,0.16)
		FFT2 I 1 A_SetScale(0.15,0.15)
		FFT2 I 1 A_SetScale(0.14,0.14)
		FFT2 I 1 A_SetScale(0.13,0.13)
		FFT2 I 1 A_SetScale(0.12,0.12)
		FFT2 I 1 A_SetScale(0.11,0.11)
		FFT2 I 1 A_SetScale(0.10,0.10)
		Goto FlySee
	TakeFly:
	    FFT2 A 0 
		FFT2 A 1 A_UnsetShootable
		FFT2 A 1 A_SetScale(0.11,0.11)
		FFT2 A 1 A_SetScale(0.12,0.12)
		FFT2 A 1 A_SetScale(0.13,0.13)
		FFT2 A 1 A_SetScale(0.14,0.14)
		FFT2 A 1 A_SetScale(0.15,0.15)
		FFT2 A 1 A_SetScale(0.16,0.16)
		FFT2 A 1 A_SetScale(0.17,0.17)
		FFT2 A 1 A_SetScale(0.18,0.18)
		FFT2 A 1 A_SetScale(0.19,0.19)
		FFT2 A 1 A_SetScale(0.20,0.20)
		FFT2 A 1 A_SetScale(0.21,0.21)
		FFT2 A 1 A_SetScale(0.22,0.22)
		FFT2 A 1 A_SetScale(0.23,0.23)
		FFT2 A 1 A_SetScale(0.24,0.24)
		FFT2 A 1 A_SetScale(0.25,0.25)
		FFT2 A 1 A_SetScale(0.26,0.26)
		FFT2 A 1 A_SetScale(0.27,0.27)
		FFT2 A 1 A_SetScale(0.28,0.28)
		FFT2 A 1 A_SetScale(0.29,0.29)
		FFT2 A 1 A_SetScale(0.30,0.30)
		FFT2 A 1 A_SetScale(0.31,0.31)
		FFT2 A 1 A_SetScale(0.32,0.32)
		FFT2 A 1 A_SetScale(0.33,0.33)
		FFT2 A 1 A_SetScale(0.34,0.34)
		FFT2 A 1 A_SetScale(0.35,0.35)
		FFT2 A 1 A_SetScale(0.36,0.36)
		FFT2 A 1 A_SetScale(0.37,0.37)
		FFT2 A 1 A_SetScale(0.38,0.38)
		FFT2 A 1 A_SetScale(0.39,0.39)
		FFT2 A 1 A_SetScale(0.40,0.40)
		FFT2 A 1 A_SetScale(0.41,0.41)
		FFT2 A 1 A_SetScale(0.42,0.42)
		FFT2 A 1 A_SetScale(0.43,0.43)
		FFT2 A 1 A_SetScale(0.44,0.44)
		FFT2 A 1 A_SetScale(0.45,0.45)
		FFT2 A 1 A_SetScale(0.46,0.46)
		FFT2 A 1 A_SetScale(0.47,0.47)
		FFT2 A 1 A_SetScale(0.48,0.48)
		FFT2 A 1 A_SetScale(0.49,0.49)
		FFT2 A 1 A_SetScale(0.50,0.50)
		FFT2 A 1 A_SetScale(0.51,0.51)
		FFT2 A 1 A_SetScale(0.52,0.52)
		FFT2 A 1 A_SetScale(0.53,0.53)
		FFT2 A 1 A_SetScale(0.54,0.54)
		FFT2 A 1 A_SetScale(0.55,0.55)
		FFT2 A 1 A_SetScale(0.56,0.56)
		FFT2 A 1 A_SetScale(0.57,0.57)
		FFT2 A 1 A_SetScale(0.58,0.58)
		FFT2 A 1 A_SetScale(0.59,0.59)
		FFT2 A 1 A_SetScale(0.60,0.60)
		FFT2 A 1 A_SetScale(0.61,0.61)
		FFT2 A 1 A_SetScale(0.62,0.62)
		FFT2 A 1 A_SetScale(0.63,0.63)
		FFT2 A 1 A_SetScale(0.64,0.64)
		FFT2 A 1 A_SetScale(0.65,0.65)
		FFT2 A 1 A_SetScale(0.66,0.66)
		FFT2 A 1 A_SetScale(0.67,0.67)
		FFT2 A 1 A_SetScale(0.68,0.68)
		FFT2 A 1 A_SetScale(0.69,0.69)
		FFT2 A 1 A_SetScale(0.70,0.70)
		FFT2 A 0 A_ChangeFlag("FLOAT",0)
		FFT2 A 0 A_ChangeFlag("GHOST",0)
		FFT2 A 0 A_ChangeFlag("NOGRAVITY",0)
		FFT2 A 0 A_ChangeFlag("FLOORCLIP",1)
		FFT2 A 0 A_ChangeFlag("SPAWNFLOAT",0)
	    FFT2 A 1 A_TakeInventory("FireFlyFloatCheck",1)
		Goto See
    Missile:
	    FFT2 E 0 
		FFT2 E 1 A_JumpIfInventory("FireFlyFloatCheck",1,"MissileFly1")
		FFT2 E 0 A_JumpIfCloser(260,"Flamer")
        FFT2 E 0 A_Jump(128,"Missile2","Missile3")
        FFT2 E 10 A_FaceTarget
        FFT2 E 0 A_PlayWeaponSound("Freezer/Shoot")
		FFT2 G 0 A_FaceTarget
        FFT2 F 8 Bright A_CustomMissile("IncineratorEnforcerAttack",38,10,Random(-5,5))
        FFT2 E 10
        Goto See
	Flamer:
	    FFT2 E 0 
        FFT2 E 0 A_Jump(128,"Flamer2")
        FFT2 E 10 A_FaceTarget
        FFT2 E 0 A_PlaySoundEx("FireFlyFlamer/Shoot",Auto)
        FFT2 E 1 A_FaceTarget
        FFT2 F 1 Bright A_CustomMissile("FlameThrowerAlienFire",49,10,Random(-5,5))
		FFT2 E 1 
        FFT2 F 1 Bright A_CustomMissile("FlameThrowerAlienFire",49,10,Random(-5,5))
		FFT2 E 1 
        FFT2 F 1 Bright A_CustomMissile("FlameThrowerAlienFire",49,10,Random(-5,5))
		FFT2 E 0 A_PlaySoundEx("FireFlyFlamer/Shoot",Auto)
        FFT2 E 1 A_FaceTarget
        FFT2 F 1 Bright A_CustomMissile("FlameThrowerAlienFire",49,10,Random(-5,5))
		FFT2 E 1 
        FFT2 F 1 Bright A_CustomMissile("FlameThrowerAlienFire",49,10,Random(-5,5))
		FFT2 E 1 
        FFT2 F 1 Bright A_CustomMissile("FlameThrowerAlienFire",49,10,Random(-5,5))
		FFT2 E 0 A_PlaySoundEx("FireFlyFlamer/Shoot",Auto)
        FFT2 E 1 A_FaceTarget
        FFT2 F 1 Bright A_CustomMissile("FlameThrowerAlienFire",49,10,Random(-5,5))
		FFT2 E 1 
        FFT2 F 1 Bright A_CustomMissile("FlameThrowerAlienFire",49,10,Random(-5,5))
		FFT2 E 1 
        FFT2 F 1 Bright A_CustomMissile("FlameThrowerAlienFire",49,10,Random(-5,5))
		FFT2 E 0 A_PlaySoundEx("FireFlyFlamer/Shoot",Auto)
        FFT2 E 1 A_FaceTarget
        FFT2 F 1 Bright A_CustomMissile("FlameThrowerAlienFire",49,10,Random(-5,5))
		FFT2 E 1 
        FFT2 F 1 Bright A_CustomMissile("FlameThrowerAlienFire",49,10,Random(-5,5))
		FFT2 E 1 
        FFT2 F 1 Bright A_CustomMissile("FlameThrowerAlienFire",49,10,Random(-5,5))
		FFT2 E 0 A_PlaySoundEx("FireFlyFlamer/Shoot",Auto)
        FFT2 E 1 A_FaceTarget
        FFT2 F 1 Bright A_CustomMissile("FlameThrowerAlienFire",49,10,Random(-5,5))
		FFT2 E 1 
        FFT2 F 1 Bright A_CustomMissile("FlameThrowerAlienFire",49,10,Random(-5,5))
		FFT2 E 1 
        FFT2 F 1 Bright A_CustomMissile("FlameThrowerAlienFire",49,10,Random(-5,5))
        FFT2 E 10 A_CPosRefire
        Goto Missile
	Flamer2:
        FFT2 G 10 A_FaceTarget
        FFT2 G 0 A_PlaySoundEx("FireFlyFlamer/Shoot",Auto)
        FFT2 G 1 A_FaceTarget
        FFT2 H 1 Bright A_CustomMissile("FlameThrowerAlienFire",26,10,Random(-5,5))
		FFT2 G 1 
        FFT2 H 1 Bright A_CustomMissile("FlameThrowerAlienFire",26,10,Random(-5,5))
		FFT2 G 1 
        FFT2 H 1 Bright A_CustomMissile("FlameThrowerAlienFire",26,10,Random(-5,5))
		FFT2 G 0 A_PlaySoundEx("FireFlyFlamer/Shoot",Auto)
        FFT2 G 1 A_FaceTarget
        FFT2 H 1 Bright A_CustomMissile("FlameThrowerAlienFire",26,10,Random(-5,5))
		FFT2 G 1 
        FFT2 H 1 Bright A_CustomMissile("FlameThrowerAlienFire",26,10,Random(-5,5))
		FFT2 G 1 
        FFT2 H 1 Bright A_CustomMissile("FlameThrowerAlienFire",26,10,Random(-5,5))
		FFT2 G 0 A_PlaySoundEx("FireFlyFlamer/Shoot",Auto)
        FFT2 G 1 A_FaceTarget
        FFT2 H 1 Bright A_CustomMissile("FlameThrowerAlienFire",26,10,Random(-5,5))
		FFT2 G 1 
        FFT2 H 1 Bright A_CustomMissile("FlameThrowerAlienFire",26,10,Random(-5,5))
		FFT2 G 1 
        FFT2 H 1 Bright A_CustomMissile("FlameThrowerAlienFire",26,10,Random(-5,5))
		FFT2 G 0 A_PlaySoundEx("FireFlyFlamer/Shoot",Auto)
        FFT2 G 1 A_FaceTarget
        FFT2 H 1 Bright A_CustomMissile("FlameThrowerAlienFire",26,10,Random(-5,5))
		FFT2 G 1 
        FFT2 H 1 Bright A_CustomMissile("FlameThrowerAlienFire",26,10,Random(-5,5))
		FFT2 G 1 
        FFT2 H 1 Bright A_CustomMissile("FlameThrowerAlienFire",26,10,Random(-5,5))
		FFT2 G 0 A_PlaySoundEx("FireFlyFlamer/Shoot",Auto)
        FFT2 G 1 A_FaceTarget
        FFT2 H 1 Bright A_CustomMissile("FlameThrowerAlienFire",26,10,Random(-5,5))
		FFT2 G 1 
        FFT2 H 1 Bright A_CustomMissile("FlameThrowerAlienFire",26,10,Random(-5,5))
		FFT2 G 1 
        FFT2 H 1 Bright A_CustomMissile("FlameThrowerAlienFire",26,10,Random(-5,5))
        FFT2 G 10 A_CPosRefire
        Goto Missile
    Missile2:
        FFT2 E 10 A_FaceTarget
        FFT2 E 0 A_PlayWeaponSound("Freezer/Shoot")
		FFT2 G 0 A_FaceTarget
        FFT2 F 8 Bright A_CustomMissile("IncineratorEnforcerAttack",38,10,Random(-5,5))
        FFT2 E 10 A_FaceTarget
        FFT2 E 0 A_PlayWeaponSound("Freezer/Shoot")
		FFT2 G 0 A_FaceTarget
        FFT2 F 8 Bright A_CustomMissile("IncineratorEnforcerAttack",38,10,Random(-5,5))
		FFT2 E 10
        Goto See
    Missile3:
        FFT2 G 10 A_FaceTarget
        FFT2 G 0 A_PlayWeaponSound("Freezer/Shoot")
		FFT2 G 0 A_FaceTarget
        FFT2 H 8 Bright A_CustomMissile("IncineratorEnforcerAttack",26,10,Random(-5,5))
        FFT2 G 10 A_FaceTarget
        FFT2 G 0 A_PlayWeaponSound("Freezer/Shoot")
		FFT2 G 0 A_FaceTarget
        FFT2 H 8 Bright A_CustomMissile("IncineratorEnforcerAttack",26,10,Random(-5,5))
        FFT2 G 10 A_FaceTarget
		FFT2 G 0 A_PlayWeaponSound("Freezer/Shoot")
		FFT2 G 0 A_FaceTarget
        FFT2 H 8 Bright A_CustomMissile("IncineratorEnforcerAttack",26,10,Random(-5,5))
        FFT2 G 10 A_FaceTarget
        Goto See
	MissileFly1:
	    FFT2 I 0 
        FFT2 I 0 A_Jump(128,"MissileFly2","MissileFly3")
        FFT2 I 10 A_FaceTarget
        FFT2 I 0 A_PlayWeaponSound("Freezer/Shoot")
		FFT2 I 0 A_FaceTarget
        FFT2 J 8 Bright A_CustomMissile("IncineratorEnforcerAttack",0,0,Random(-5,5))
        FFT2 I 10
        Goto See
    MissileFly2:
        FFT2 I 10 A_FaceTarget
        FFT2 I 0 A_PlayWeaponSound("Freezer/Shoot")
		FFT2 I 0 A_FaceTarget
        FFT2 J 8 Bright A_CustomMissile("IncineratorEnforcerAttack",0,0,Random(-5,5))
        FFT2 I 10 A_FaceTarget
        FFT2 I 0 A_PlayWeaponSound("Freezer/Shoot")
		FFT2 I 0 A_FaceTarget
        FFT2 J 8 Bright A_CustomMissile("IncineratorEnforcerAttack",0,0,Random(-5,5))
		FFT2 I 10
        Goto See
    MissileFly3:
        FFT2 I 10 A_FaceTarget
        FFT2 I 0 A_PlayWeaponSound("Freezer/Shoot")
		FFT2 I 0 A_FaceTarget
        FFT2 J 8 Bright A_CustomMissile("IncineratorEnforcerAttack",0,0,Random(-5,5))
        FFT2 I 10 A_FaceTarget
        FFT2 I 0 A_PlayWeaponSound("Freezer/Shoot")
		FFT2 I 0 A_FaceTarget
        FFT2 J 8 Bright A_CustomMissile("IncineratorEnforcerAttack",0,0,Random(-5,5))
        FFT2 I 10 A_FaceTarget
		FFT2 I 0 A_PlayWeaponSound("Freezer/Shoot")
		FFT2 I 0 A_FaceTarget
        FFT2 J 8 Bright A_CustomMissile("IncineratorEnforcerAttack",0,0,Random(-5,5))
        FFT2 I 10 A_FaceTarget
        Goto See
	Pain:
        FFT2 N 2
        FFT2 N 4 A_Pain
        Goto Missile
    Pain.Radial:
        FFT2 N 0
        FFT2 N 0 HealThing(2)
        Goto See
	Pain.LaserShot:
	    FFT2 N 0
		FFT2 N 0 A_SpawnItemEx("PainTripLaser",0,0,5)
		FFT2 N 0 HealThing(2)
		Goto See     
    Death:
	    FFT2 K 0
		FFT2 K 0 A_StopSoundEx("SoundSlot7")
	    FFT2 K 1 A_JumpIfInventory("FireFlyFloatCheck",1,"DeathLittle")
		FFT2 K 1 A_Jump(256,1,33)
		FFT2 L 10 Bright A_Scream
        FFT2 M 10 Bright 
        FFT2 L 10 Bright 
        FFT2 M 10 Bright 
		FFT2 L 28 Bright 
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("Gib/Explode",5)
		TNT1 AAA 0 A_SpawnDebris("DukeGibs1")
        TNT1 AAA 0 A_SpawnDebris("DukeGibs2")
		TNT1 AAA 0 A_SpawnDebris("DukeGibs3")
        TNT1 AAA 0 A_SpawnDebris("DukeGibs4")
        TNT1 AAA 0 A_SpawnDebris("DukeGibs5")		
        TNT1 AAAAAAAAA 0 A_SpawnDebris("DukeGibs6")
        TNT1 A 1 A_SpawnItemEx("ExpanderExplosion",0,0,32,0,0,0,0,SXF_ABSOLUTEVELOCITY,0)
        Stop
		FFT2 M 10 Bright A_Scream
        FFT2 L 10 Bright 
        FFT2 M 10 Bright 
        FFT2 L 10 Bright
		FFT2 M 28 Bright 
		TNT1 A 0 A_NoBlocking
		TNT1 A 0 A_PlaySound("Gib/Explode",5)
		TNT1 AAA 0 A_SpawnDebris("DukeGibs1")
        TNT1 AAA 0 A_SpawnDebris("DukeGibs2")
		TNT1 AAA 0 A_SpawnDebris("DukeGibs3")
        TNT1 AAA 0 A_SpawnDebris("DukeGibs4")
        TNT1 AAA 0 A_SpawnDebris("DukeGibs5")		
        TNT1 AAAAAAAAA 0 A_SpawnDebris("DukeGibs6")
        TNT1 A 1 A_SpawnItemEx("ExpanderExplosion",0,0,32,0,0,0,0,SXF_ABSOLUTEVELOCITY,0)
        Stop
	DeathLittle:
	    FFT2 A 0 
	    FFT2 A 0 A_StopSoundEx("SoundSlot7")
        FFT2 A 0 A_PlaySound("Gib/Explode",5)
		FFT2 A 0 A_SpawnDebris("DukeGibs3")
		FFT2 A 0 A_SpawnDebris("DukeGibs4")
        FFT2 A 0 A_SpawnDebris("DukeGibs5")
        FFT2 A 0 A_SpawnDebris("DukeGibs6")
        Stop
	Death.Damage_Explosion:
	Death.Damage_BigShock:
	Death.Damage_BigThunder:
		FFT2 A 0
		FFT2 A 0 A_StopSoundEx("SoundSlot7")
        FFT2 A 0 A_PlaySound("Gib/Explode",5)
        FFT2 A 0 A_NoBlocking
        FFT2 AAA 0 A_SpawnDebris("DukeGibs1")
        FFT2 AAA 0 A_SpawnDebris("DukeGibs2")
		FFT2 AAA 0 A_SpawnDebris("DukeGibs3")
        FFT2 AAA 0 A_SpawnDebris("DukeGibs4")
        FFT2 AAA 0 A_SpawnDebris("DukeGibs5")		
        FFT2 AAAAAAAAA 0 A_SpawnDebris("DukeGibs6")
	    TNT1 A 1
	    Stop
		}
}