ACTOR RiotShieldGuy : ShotgunGuy1
{
  //$Title "Riot Shield Sergeant"
  //$Category XV117Monsters
	Obituary "%o was assassinated by a Riot Shield Sergeant."
	Health 40
	Radius 20//50SpriteW(96%=48)
	Height 54//56SpriteH(96%=54)
	Scale 0.96
	Mass 100
	Speed 4
	DropItem "GrenadeAmmo" 4
	DropItem "PistolSpawner" 
	damagefactor "Avoid", 0.0
	DropItem "RiotShieldDrop"
	Tag "Riot Shield Sergeant"
	+FLOORCLIP
	+AVOIDMELEE
	-DOHARMSPECIES
	States
	{
	
	Death.Fatality:
	TNT1 A 0
	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 A_GiveInventory("SKShotgunGuy", 1)
	  TNT1 A 0 A_GiveInventory("TypeSergeant", 1)
	  TNT1 A 0 A_GiveInventory("PistolZombieManAmmo", random(0,4))
	  RPSZ A 1
	  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
		
		
	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)
		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 AAA 2 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)
	TNT1 A 0 A_PlaySound("humans/step",3)
	RPSZ BBB 2 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 CCC 2 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)
	TNT1 A 0 A_PlaySound("humans/step",3)
	RPSZ DDD 2 A_Chase
	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 E 4 A_FaceTarget
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
        TNT1 A 0 A_JumpIfInventory("PistolZombieManAmmo", 15, "Reload")
        TNT1 A 0 A_PlaySound("pfire")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 36, 7, 0, 1, 0)
		RPSZ F 4 BRIGHT A_CustomMissile("MonsterRiotTracer", 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 E 4 
		RPSZ E 4 A_FaceTarget
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
        TNT1 A 0 A_JumpIfInventory("PistolZombieManAmmo", 15, "Reload")
        TNT1 A 0 A_PlaySound("pfire")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 36, 7, 0, 1, 0)
		RPSZ F 4 BRIGHT A_CustomMissile("MonsterRiotTracer", 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 E 4 
		RPSZ E 4 A_FaceTarget
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 0, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
        TNT1 A 0 A_JumpIfInventory("PistolZombieManAmmo", 15, "Reload")
        TNT1 A 0 A_PlaySound("pfire")
		TNT1 A 0 A_CustomMissile("DistantFireSoundRifle", 36, 7, 0, 1, 0)
		RPSZ F 4 BRIGHT A_CustomMissile("MonsterRiotTracer", 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 E 4 
		Goto SeeContinue

	Reload:
		TNT1 A 0 A_TakeInventory("PistolZombieManAmmo", 15)
		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_PlaySound("Reload", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        RSP6 A 6
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        RSP6 B 6
        TNT1 A 0 A_PlaySound("prel", 3)
        RSP6 B 6
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 0, 36,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 20)
        RSP6 C 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.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, 6)
		TNT1 A 0 A_TakeInventory("SKShotgunGuy", 1)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 36,0)
		RPSZ D 4 A_Pain
		RPSZ CBA 3 
	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
		
	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", 0.01
damagefactor "SSG", 0.01
damagefactor "Melee", 0.01
damagefactor "Cutless", 0.01
damagefactor "Plasma", 0.01
damagefactor "Blast", 0.01
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", 0.01
damagefactor "DestroyShield", 0.0
damagefactor "ExtremePunches", 1000
Health 10000
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:
		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
}}