ACTOR friendpatton Replaces Archvile
{
    YScale 2.4
	XScale 2.4
	Game Doom
    GibHealth 25
	damagefactor "Avoid", 0.0
	PainChance "Kick", 255
	damagefactor "Head", 2.0
	damagefactor "Stomp", 0.0
	damagefactor "GibRemoving", 0.0
	damagefactor "TeleportRemover", 0.0
	DamageFactor "CauseObjectsToSplash", 0.0
	damagefactor "Railgun", 1.8
	damagefactor "Desintegrate", 3.0
    Health 500
	+NOICEDEATH
	+FRIENDLY
	BloodType "TankBlood", "TankBlood", "TankBlood"
    damagefactor "Blood", 0.0 damagefactor "BlueBlood", 0.0 damagefactor "GreenBlood", 0.0
	Obituary "%o was destroyed by a tank."
	MaxStepHeight 24
	MaxDropOffHeight 32
	Speed 4
	Height 64
	Radius 80
	Mass 999999
	Painchance 10
	Painchance "Explosive", 150
	MONSTER
	+DONTHURTSPECIES
	+MTHRUSPECIES
	+SLIDESONWALLS
	+NORADIUSDMG
	+DONTRIP
	+NOPAIN
	MaxTargetRange 1
	Species "Marines"
	States
	{
	/////////////////////
	
	Halt://Use a script to give RocketAmmo to a tank to stop.
	    TNK1 B 0
		TNT1 A 0 A_PlaySound("TANK2", 4, 1, 1)
		TNK1 BBBBB 5 A_SpawnItemEx ("TankEngineWeakSpot" , -80, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 A_JumpIfInventory("RocketAMmo", 1, "Halt")
		TNK1 B 4 A_Look
		Goto Rolling
		
	Spawn:
		TNK1 B 0
	    TNT1 A 0 A_SpawnItemEx ("KillTreads",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)
		TNT1 A 0 A_SpawnItemEx ("friendpattonBody1", 0, 0, 0, velx, vely, velz, angle, SXF_SETMASTER | SXF_ABSOLUTEANGLE)
		TNK1 B 1
	Goto Standby
	Standby:
	Idle:
	    TNK1 B 0
		TNT1 A 0 
		TNT1 A 0 A_JumpIfInventory("RocketAMmo", 1, "Halt")
	    TNK1 B 4 A_Look
		TNT1 A 0 A_SpawnItemEx ("TankEngineWeakSpot" , -50, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
	    Loop
		
	
	Special:
		TNT1 A 0 
		TNK1 D 1 A_Recoil(-1)
		TNK1 D 1 A_FaceTarget(3)
		TNT1 A 0 A_CustomMissile ("TankCheckLeft", 32, 0, -64, 2, 0)
		TNT1 A 0 A_CustomMissile ("TankCheckRight", 32, 0, 64, 2, 0)
		TNT1 A 0 A_jump(255, "Rolling")
		GOto Rolling
		
	See:
		TNK1 B 1
		TNT1 A 0 A_PlaySound("juggernaut/engine", 4, 1, 1)
		TNT1 A 0 A_JumpIfInventory("Cell", 1, "Rolling")
		TNK1 A 1 A_Chase("","")
		TNT1 A 0 A_SpawnItemEx ("friendTnkTreadsDamage" , 100, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 A_CheckSight("RollingCantSee")
	Goto Rolling
	
	SpawnAnotherGunner:
		TNK1 B 1
		TNT1 A 0 A_SpawnItemEx ("HeavyMGAPCTurret", 0, 0, 0, velx, vely, velz, angle, SXF_SETMASTER | SXF_ABSOLUTEANGLE)
		TNT1 A 0 A_TakeInventory("SpawnAnotherGunner", 1)
	Goto Standby
	
	Rolling:
		TNT1 A 0 A_SpawnItemEx("TnkStep", 0, 0, 8, 0, 0, 0, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 
		TNT1 A 0 A_ClearTarget
		TNK1 B 1 A_Recoil(-1)
		TNK1 B 1 A_FaceTarget(3)
		TNK1 A 0 A_SetPitch(angle)
		TNK1 B 0 A_Chase("","")
		TNK1 A 0 A_SetAngle(pitch)
		TNK1 A 0 A_JumpIfInventory("RifleAMmo", 1, "TurnLeft")
		TNK1 A 0 A_JumpIfInventory("ShotgunAmmo", 1, "TurnRight")
		TNK1 A 0 A_JumpIfInventory("RocketAMmo", 1, "Halt")
		
		TNT1 A 0 
		TNK1 D 1 A_Recoil(-1)
		TNK1 D 1 A_FaceTarget(3)
		TNK1 A 0 A_SetPitch(angle)
		TNK1 B 0 A_Chase("","")
		TNK1 A 0 A_SetAngle(pitch)
		//TNT1 A 0 A_CustomMissile ("TankCheckLeft", 32, 0, -64, 2, 0)
		//TNT1 A 0 A_CustomMissile ("TankCheckRight", 32, 0, 64, 2, 0)
		
		TNT1 A 0 A_SpawnItemEx ("TnkTreadsDamage" , 100, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 
		TNK1 E 1 A_Recoil(-1)
		TNK1 E 1 A_FaceTarget(3)
		TNK1 A 0 A_SetPitch(angle)
		TNK1 B 0 A_Chase("","")
		TNK1 A 0 A_SetAngle(pitch)
		//TNT1 A 0 A_CustomMissile ("TankCheckLeft", 32, 0, -64, 2, 0)
		//TNT1 A 0 A_CustomMissile ("TankCheckRight", 32, 0, 64, 2, 0)
		Loop

	ScriptedMove:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag("NOPAIN", 1)
		TNT1 A 0 A_SpawnItemEx("TnkStep", 0, 0, 8, 0, 0, 0, angle, SXF_ABSOLUTEANGLE)
		TNK1 BBDDEE 1 A_Chase("","")
		TNT1 A 0 A_SpawnItemEx ("TnkTreadsDamage" , 100, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 A_jumpifinventory("Cell", 1, "ScriptedMove")
		Goto Rolling
		
	TurnLeft:
		TNT1 A 0 A_SpawnItemEx("TnkStep", 0, 0, 8, 0, 0, 0, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 
		TNK1 B 1 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInventory("RocketAMmo", 1, "Halt")
		TNK1 BB 1 A_SetAngle(angle+3)
		
		TNT1 A 0 
		TNK1 D 1 A_Recoil(-1)
		TNK1 DD 1 A_SetAngle(angle+3)
		
		TNT1 A 0 A_SpawnItemEx ("TnkTreadsDamage" , 100, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 
		TNK1 E 1 A_Recoil(-1)
		TNK1 EE 1 A_SetAngle(angle+3)
		
		
		TNT1 A 0 A_SpawnItemEx("TnkStep", 0, 0, 8, 0, 0, 0, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 
		TNK1 B 1 A_Recoil(-1)
		TNK1 BB 1 A_SetAngle(angle+3)
		
		TNT1 A 0 
		TNK1 D 1 A_Recoil(-1)
		TNK1 DD 1 A_SetAngle(angle+3)
		
		TNT1 A 0 A_SpawnItemEx ("friendTnkTreadsDamage" , 100, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 
		TNK1 E 1 A_Recoil(-1)
		TNK1 EE 1 A_SetAngle(angle+3)
		TNT1 A 0 A_TakeInventory("ShotgunAmmo", 10)
		TNT1 A 0 A_TakeInventory("RifleAmmo", 10)
		Goto Rolling
		
		
	TurnRight:
	Missile:
		TNT1 A 0 A_SpawnItemEx("TnkStep", 0, 0, 8, 0, 0, 0, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 
		TNK1 B 1 A_Recoil(-1)
		TNT1 A 0 A_JumpIfInventory("RocketAMmo", 1, "Halt")
		TNK1 BB 1 A_SetAngle(angle-3)
		
		TNT1 A 0 
		TNK1 D 1 A_Recoil(-1)
		TNK1 DD 1 A_SetAngle(angle-3)
		
		TNT1 A 0 A_SpawnItemEx ("friendTnkTreadsDamage" , 100, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 
		TNK1 E 1 A_Recoil(-1)
		TNK1 EE 1 A_SetAngle(angle-3)
		
		TNT1 A 0 A_SpawnItemEx("TnkStep", 0, 0, 8, 0, 0, 0, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 
		TNK1 B 1 A_Recoil(-1)
		TNK1 BB 1 A_SetAngle(angle-3)
		
		TNT1 A 0 
		TNK1 D 1 A_Recoil(-1)
		TNK1 DD 1 A_SetAngle(angle-3)
		
		TNT1 A 0 A_SpawnItemEx ("friendTnkTreadsDamage" , 100, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 
		TNK1 E 1 A_Recoil(-1)
		TNK1 EE 1 A_SetAngle(angle-3)
		TNT1 A 0 A_TakeInventory("ShotgunAmmo", 10)
		TNT1 A 0 A_TakeInventory("RifleAmmo", 10)
		Goto Rolling	
		
		
	RollingCantSee:
		TNT1 A 0 A_SpawnItemEx("TnkStep", 0, 0, 8, 0, 0, 0, angle, SXF_ABSOLUTEANGLE)
		TNT1 A 0 
		TNK1 B 1 A_Chase("","")
		TNK1 B 1 A_Recoil(-1)
		
		TNT1 A 0 
		TNK1 D 1 A_Recoil(-1)
		TNK1 D 1 A_Chase("","")
		
		TNT1 A 0 A_SpawnItemEx ("friendTnkTreadsDamage" , 100, 0, 0, 0, 0, 0, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)
		TNT1 A 0 
		TNK1 E 1 A_Recoil(-1)
		TNK1 E 1 A_Recoil(-1)
		TNT1 A 0 A_Jump(16, "Missile")
		TNT1 A 0 A_CheckSight("RollingCantSee")
		Goto See	
		
		
	Pain:	
	    TNT1 A 0
	    TNK1 B 2
		TNK1 B 2 A_Pain
		Goto Rolling
		
		
	///////////////////////
	Death:
	TNT1 A 1
	TNT1 A 0 A_StopSound(4)
	TNT1 A 0 A_SpawnItem("BigExplosion1112")
	TNT1 A 0 A_PlaySound("weapons/explode")
	TNT1 A 0 A_PlaySound("EXPLOSIO", 3)
	TNT1 A 0 A_ChangeFlag("USESPECIAL", 0)
	TNT1 A 0 A_KillChildren
	TNT1 A 0 A_Scream
	TNT1 A 0 A_BossDeath
	TNT1 A 0 A_SpawnItem("TankExplode")
	ELEC A 0 A_Explode(100, 250)
	TNK1 E 15 A_NoBlocking
	TNK1 E -1
	Stop	
	    
	}
} 


Actor friendpattonBody1
{
MONSTER
+FORCEXYBILLBOARD +DONTSPLASH
+THRUACTORS +NOGRAVITY
+NOCLIP +NOBLOOD +NOPAIN 
+MISSILEMORE +MISSILEEVENMORE
+FRIENDLY
damage 0
radius 2
height 2
speed 0
Scale 1.0
Health 99999
Mass 99999
states
	{
	Spawn:
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_Look
	    Loop
		
	See:
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNT1 A 0 A_SetPitch(angle)
		TNKZ T 1 A_Chase("Missile","Missile", CHF_DONTMOVE)
		TNT1 A 0 A_SetAngle(pitch)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		
		
	Missile:
		TNKZ T 0
		TNKZ T 0
	Machinegun:
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNT1 A 0 A_SetPitch(angle)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )

		TNT1 A 0
		TNT1 A 0 A_SetAngle(pitch)
		TNT1 A 0 A_CheckSight("See")
		TNT1 A 0 A_JumpIfInTargetInventory("IsInATank", 1, "Cannon")
		TNKZ T 1 A_FaceTarget
		
		TNT1 A 0 A_PlaySound("AKMFIRE", 1)
		TNT1 A 0 A_PlaySound("FARAKM", 6)
		TNKZ TTT 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileFriend", 60, 12, random(-4, 4), 0)
		TNT1 AAA 0 A_CustomMissile("HeavyMachinegunFlash", 60, 12, 0, 0)
		TNT1 A 0 A_CustomMissile("YellowFlareSmall", 60, 12, 0, 0)
		
		
		TNT1 A 0 A_PlaySound("AKMFIRE", 1)
		TNT1 A 0 A_PlaySound("FARAKM", 6)
		TNKZ TTT 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileFriend", 60, 12, random(-4, 4), 0)
		TNT1 AAA 0 A_CustomMissile("HeavyMachinegunFlash", 60, 12, 0, 0)
		TNT1 A 0 A_CustomMissile("YellowFlareSmall", 60, 12, 0, 0)
		
		
		TNT1 A 0 A_PlaySound("AKMFIRE", 1)
		TNT1 A 0 A_PlaySound("FARAKM", 6)
		TNKZ TTT 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileFriend", 60, 12, random(-4, 4), 0)
		TNT1 AAA 0 A_CustomMissile("HeavyMachinegunFlash", 60, 12, 0, 0)
		TNT1 A 0 A_CustomMissile("YellowFlareSmall", 60, 12, 0, 0)
		
		
		TNT1 A 0 A_PlaySound("AKMFIRE", 1)
		TNT1 A 0 A_PlaySound("FARAKM", 6)
		TNKZ TTT 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileFriend", 60, 12, random(-4, 4), 0)
		TNT1 AAA 0 A_CustomMissile("HeavyMachinegunFlash", 60, 12, 0, 0)
		TNT1 A 0 A_CustomMissile("YellowFlareSmall", 60, 12, 0, 0)
		
		
		TNT1 A 0 A_PlaySound("AKMFIRE", 1)
		TNT1 A 0 A_PlaySound("FARAKM", 6)
		TNKZ TTT 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileFriend", 60, 12, random(-4, 4), 0)
		TNT1 AAA 0 A_CustomMissile("HeavyMachinegunFlash", 60, 12, 0, 0)
		TNT1 A 0 A_CustomMissile("YellowFlareSmall", 60, 12, 0, 0)
		
		
		TNT1 A 0 A_PlaySound("AKMFIRE", 1)
		TNT1 A 0 A_PlaySound("FARAKM", 6)
		TNKZ TTT 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileFriend", 60, 12, random(-4, 4), 0)
		TNT1 AAA 0 A_CustomMissile("HeavyMachinegunFlash", 60, 12, 0, 0)
		TNT1 A 0 A_CustomMissile("YellowFlareSmall", 60, 12, 0, 0)
		

		TNT1 A 0 A_PlaySound("AKMFIRE", 1)
		TNT1 A 0 A_PlaySound("FARAKM", 6)
		TNKZ TTT 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileFriend", 60, 12, random(-4, 4), 0)
		TNT1 AAA 0 A_CustomMissile("HeavyMachinegunFlash", 60, 12, 0, 0)
		TNT1 A 0 A_CustomMissile("YellowFlareSmall", 60, 12, 0, 0)
		

		TNT1 A 0 A_PlaySound("AKMFIRE", 1)
		TNT1 A 0 A_PlaySound("FARAKM", 6)
		TNKZ TTT 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget
		TNT1 A 0 A_CustomMissile("HeavyMachinegunProjectileFriend", 60, 12, random(-4, 4), 0)
		TNT1 AAA 0 A_CustomMissile("HeavyMachinegunFlash", 60, 12, 0, 0)
		TNT1 A 0 A_CustomMissile("YellowFlareSmall", 60, 12, 0, 0)
		
		
		
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNT1 A 0 A_Jump(114, "Cannon")
		TNT1 A 0 A_ClearTarget
		Goto See
		
		
		
		
	Cannon:
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(6)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(8)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(8)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(8)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(8)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(8)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(8)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(8)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(6)
		TNT1 A 0 A_SetPitch(angle)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ AAA 0 A_Chase("","")
		TNT1 A 0 A_SetAngle(pitch)
		TNKZ T 1 A_FaceTarget
		
		
		TNT1 A 0 A_PlaySound("TANKF", 1)
		TNT1 A 0 A_CustomMissile("friendtankshell", 60, 0, random(-5, 5), 0)
		TNT1 A 0 A_CustomMissile("TankFireEffect", 60, 0, 0, 0)
	
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		TNKZ T 1 A_Warp(AAPTR_MASTER, 0, 0, 0, 0, WARPF_USECALLERANGLE )
		TNKZ T 1 A_FaceTarget(12)
		Goto Machinegun
		
Death:
    TNKZ T 1
	TNKZ T 1 A_NoBlocking
	TNKZ T -1
    Stop
	}
}