ACTOR RiotShieldDrop
{
	Health 1000000000000
	Mass 5
	Radius 4
	Height 2
	+NoTarget
	//+NeverTarget
	+CantSeek
	-CountKill
	+NonShootable
	+NoRadiusDmg
	+DropOff
	+NoTeleport
	+Corpse
	+NotAutoaimed
	+NoBlood
	+Notarget
	+Friendly
	States
	{
	Spawn:
		TNT1 A 0 A_GiveInventory("TargetIsAMarine")
	Fly:
		5L1D ABCDEFGH 3 A_CheckFloor("Ground")
		Loop
	Ground:
		TNT1 A 0 A_PlaySound ("barrel/pain")
		5L1D I 2100 A_SetFloorClip
	Death:
		5L1D I -1
		Stop
	}
}
ACTOR RiotShieldGuy : ShotgunGuy1 8211
{
  //$Title "Riot Shield Sergeant"
  //$Category XV117Monsters
	Obituary "%o was assesinated by a Riot Shield Sergeant."
	DropItem "GrenadeAmmo" 5
	DropItem "PistolSpawner"
	damagefactor "Avoid", 0.0
	DropItem "RiotShieldDrop"
	//+MissileEvenMore
   +MISSILEMORE
 Species "ZombieSoldier"
	Tag "Riot Shield Sergeant"
+DONTHURTSPECIES
        Speed 4
	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 ACS_ExecuteAlways(796, 0, 0, 0, 0)//Check if Vanilla Mode is activated
	  TNT1 A 0 A_GiveInventory("SKShotgunGuy", 1)
	  TNT1 A 0 A_GiveInventory("TypeSergeant", 1)
	  TNT1 A 0 A_GiveInventory("ZombieManAmmo", random(6,15))
	  RPSZ A 1
	  Goto Stand

	Stand:
		TNT1 A 0 A_CheckSight("Stand2")
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
		RPSZ A 4 A_Look
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ A 4 A_Look
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ A 4 A_Look
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 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", 5, 40,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ D 1 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", 5, 40,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ C 1 A_FaceTarget
	RPSZ C 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ B 1 A_FaceTarget
	RPSZ B 2 A_Recoil(2)
	TNT1 A 0 A_PlaySound("humans/step",3)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ A 1 A_FaceTarget
	RPSZ A 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ D 1 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", 5, 40,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ C 1 A_FaceTarget
	RPSZ C 2 A_Recoil(2)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ B 1 A_FaceTarget
	RPSZ B 2 A_Recoil(2)
	TNT1 A 0 A_PlaySound("humans/step",3)
	TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	RPSZ A 1 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", 5, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ A 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ C 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ A 10 A_Look
        TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ D 10 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 5, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ A 10 A_Look
		
		RPSZ A 4 A_Look
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 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", 5, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 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", 5, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 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", 5, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 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", 5, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 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", 5, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 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", 5, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 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", 5, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 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(200, "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, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ AA 2 A_Chase
			PLA6 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ AA 2 A_Chase
	PLA6 A 0 A_Recoil(-2)

		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ BB 2 A_Chase
	PLA6 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_PlaySound("humans/step",3)
		RPSZ BB 2 A_Chase
	PLA6 A 0 A_Recoil(-2)

		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ CC 2 A_Chase
	PLA6 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ CC 2 A_Chase
	PLA6 A 0 A_Recoil(-2)

		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ DD 2 A_Chase
	PLA6 A 0 A_Recoil(-2)
		TNT1 A 0 A_SpawnItem("HeadshotTarget4", 0, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_PlaySound("humans/step",3)
		RPSZ DD 2 A_Chase
	PLA6 A 0 A_Recoil(-2)
		Loop
		
	SeeNeverSeen:
		TNT1 A 0 A_JumpIfCloser(200, "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", 5, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ AA 2 A_Chase
		TNT1 A 0 A_Recoil(-1)
		TNT1 A 0 A_TakeInventory("SKZombieman", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ BB 2 A_Chase
		TNT1 A 0 A_PlaySound("humans/step",3)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ CC 2 A_Chase
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 40,0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ DD 2 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, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		TNT1 A 0 A_JumpIfCloser(90, "FallBack")
		RPSZ E 4 A_FaceTarget
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ E 4 
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ E 4 A_FaceTarget
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 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", 32, 0, 0, 1, 0)
		RPSZ F 4 BRIGHT A_CustomMissile("MonsterRiotTracer", 28, 0, random(-12, 12), 0)
		TNT1 A 0 A_GiveInventory("PistolZombieManAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ E 3 BRIGHT
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ E 4 
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ E 4 A_FaceTarget
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ E 4 A_FaceTarget
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 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", 32, 0, 0, 1, 0)
		RPSZ F 4 BRIGHT A_CustomMissile("MonsterRiotTracer", 28, 0, random(-12, 12), 0)
		TNT1 A 0 A_GiveInventory("PistolZombieManAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ E 3 BRIGHT
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ E 4 
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	    RPSZ E 4 A_FaceTarget
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 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", 32, 0, 0, 1, 0)
		RPSZ F 4 BRIGHT A_CustomMissile("MonsterRiotTracer", 28, 0, random(-12, 12), 0)
		TNT1 A 0 A_GiveInventory("PistolZombieManAmmo", 1)
		TNT1 A 0 A_SpawnItem ("PistolCaseSpawn", 0, 30,0)
		TNT1 A 0 A_CustomMissile("OrangeLensFlareAlt", 34, 10, 15, 0)
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	    RPSZ E 4 A_FaceTarget
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
	    RPSZ E 4 A_FaceTarget
		Goto SeeContinue

	Reload:
		TNT1 A 0 A_TakeInventory("PistolZombieManAmmo", 15)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget4", 5, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        RSP6 A 3
		RSP6 A 1 A_CustomMissile("EmptyPistolClipSpawn", 38, 0, random(-11, 11), 0)
        TNT1 A 0 A_PlaySound("Reload", 1)
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        RSP6 A 8
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        RSP6 B 4
        TNT1 A 0 A_PlaySound("prel", 3)
        RSP6 B 4
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
        RSP6 C 8
		TNT1 A 0 A_SpawnItem ("HeadshotTarget10", 4, 44,0)
		TNT1 A 0 A_SpawnItem ("LegTarget12", 10)
		RPSZ E 8
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 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, 40,0)
		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, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
        RPSZ E 4
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ E 4
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
        RPSZ E 4
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ E 4
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
        RPSZ E 4
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
		RPSZ E 4
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 0, 0, 0, 0,SXF_NOCHECKPOSITION)
        TNT1 A 0 A_TakeInventory("IsDown", 1)
		RPSZ E 4
	    TNT1 A 0 A_SpawnItemEx("RiotShieldPhysics", 20, 0, 5, 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 15
Height 41
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
}}