// Scriptable marine -------------------------------------------------------

ACTOR ScriptedMarine native
{
	Health 100
	Radius 16
	Height 56
	Mass 100
	Speed 8
	Painchance 160
	MONSTER
	-COUNTKILL
	Translation 0
	Damage 100
	DeathSound "*death"
	PainSound "*pain50"
	
	action native A_M_Refire (bool ignoremissile=false);
	action native A_M_CheckAttack ();
	action native A_MarineChase ();
	action native A_MarineLook ();
	action native A_MarineNoise ();
	action native A_M_Punch (int force);
	action native A_M_SawRefire ();
	action native A_M_FirePistol (bool accurate);
	action native A_M_FireShotgun ();
	action native A_M_FireShotgun2 ();
	action native A_M_FireCGun(bool accurate);
	action native A_M_FireMissile ();
	action native A_M_FirePlasma ();
	action native A_M_FireRailgun ();
	action native A_M_BFGsound ();
	action native A_M_FireBFG ();
	
	States
	{
	Spawn:
		PLAY A 4 A_MarineLook
		PLAY A 4 A_MarineNoise
		Loop
	Idle:
		PLAY A 4 A_MarineLook
		PLAY A 4 A_MarineNoise
		PLAY A 4 A_MarineLook
		PLAY B 4 A_MarineNoise
		PLAY B 4 A_MarineLook
		PLAY B 4 A_MarineNoise
		Loop
	See:
		PLAY ABCD 4 A_MarineChase
		Loop

	Melee.Fist:		
		PLAY E 4 A_FaceTarget
		PLAY E 4 A_M_Punch(1)
		PLAY A 9
		PLAY A 0 A_M_Refire(1)
		Loop
		PLAY A 5 A_FaceTarget
		Goto See
	Melee.Berserk:
		PLAY E 4 A_FaceTarget
		PLAY E 4 A_M_Punch(10)
		PLAY A 9
		PLAY A 0 A_M_Refire(1)
		Loop
		PLAY A 5 A_FaceTarget
		Goto See
	Melee.Chainsaw:
		PLAY E 4 A_MarineNoise
		PLAY E 4 A_M_Saw
		PLAY E 0 A_M_SawRefire
		goto Melee.Chainsaw+1
		PLAY A 0
		Goto See

	Missile:
	Missile.None:
		PLAY E 12 A_FaceTarget
		Goto Idle
		PLAY F 6 BRIGHT
		Loop
	Missile.Pistol:
		PLAY E 4 A_FaceTarget
		PLAY F 6 BRIGHT A_M_FirePistol(1)
		PLAY A 4 A_FaceTarget
		PLAY A 0 A_M_Refire
		PLAY A 5
		Goto See
	Fireloop.Pistol:
		PLAY F 6 BRIGHT A_M_FirePistol(0)
		PLAY A 4 A_FaceTarget
		PLAY A 0 A_M_Refire
		Goto Fireloop.Pistol
		PLAY A 5
		Goto See
	Missile.Shotgun:
		PLAY E 3 A_M_CheckAttack
		PLAY F 7 BRIGHT A_M_FireShotgun
		Goto See
	Missile.SSG:
		PLAY E 3 A_M_CheckAttack
		PLAY F 7 BRIGHT A_M_FireShotgun2
		Goto See
	Missile.Chaingun:
		PLAY E 4 A_FaceTarget
		PLAY FF 4 BRIGHT A_M_FireCGun(1)
		PLAY FF 4 BRIGHT A_M_FireCGun(0)
		PLAY A 0 A_M_Refire
		Goto Missile.Chaingun+3
		PLAY A 0
		Goto See
	Missile.Rocket:
		PLAY E 8
		PLAY F 6 BRIGHT A_M_FireMissile
		PLAY E 6
		PLAY A 0 A_M_Refire
		Loop
		PLAY A 0
		Goto See
	Missile.Plasma:
		PLAY E 2 A_FaceTarget
		PLAY E 0 A_FaceTarget
		PLAY F 3 BRIGHT A_M_FirePlasma
		PLAY A 0 A_M_Refire
		Goto Missile.Plasma+1
		PLAY A 0
		Goto See
	Missile.Railgun:
		PLAY E 4 A_M_CheckAttack
		PLAY F 6 BRIGHT A_M_FireRailgun
		Goto See
	Missile.BFG:
		PLAY E 5 A_M_BFGSound
		PLAY EEEEE 5 A_FaceTarget
		PLAY F 6 BRIGHT A_M_FireBFG
		PLAY A 4 A_FaceTarget
		PLAY A 0 A_M_Refire
		Loop
		PLAY A 0
		Goto See

	SkipAttack:
		PLAY A 1
		Goto See
	Pain:
		PLAY G 4
		PLAY G 4 A_Pain
		Goto Idle
	Death:
		PLAY H 10
		PLAY I 10 A_Scream
		PLAY J 10 A_NoBlocking
		PLAY KLM 10
		PLAY N -1
		Stop
	XDeath:
		PLAY O 5
		PLAY P 5 A_XScream
		PLAY Q 5 A_NoBlocking
		PLAY RSTUV 5
		PLAY W -1
		Stop
	Raise:
		PLAY MLKJIH 5
		Goto See
	}
}

//---------------------------------------------------------------------------

ACTOR MarineFist : ScriptedMarine
{
	States
	{
	Melee:		
		Goto Super::Melee.Fist
	Missile:
		Stop
	}
}


//---------------------------------------------------------------------------

ACTOR MarineBerserk : MarineFist
{
	States
	{
	Melee:		
		Goto Super::Melee.Berserk
	Missile:
		Stop
	}
}
//---------------------------------------------------------------------------

ACTOR MarineChainsaw : ScriptedMarine
{
	States
	{
	Melee:
		Goto Super::Melee.Chainsaw
	Missile:
		Stop
	}
}



//---------------------------------------------------------------------------

ACTOR MarinePistol : ScriptedMarine
{
	States
	{
	Missile:
		Goto Super::Missile.Pistol
	}

}

//---------------------------------------------------------------------------

ACTOR MarineShotgun : ScriptedMarine
{
	States
	{
	Missile:
		Goto Super::Missile.Shotgun
	}

}



//---------------------------------------------------------------------------

ACTOR MarineSSG : ScriptedMarine
{
	States
	{
	Missile:
		Goto Super::Missile.SSG
	}
}

//---------------------------------------------------------------------------

ACTOR MarineChaingun : ScriptedMarine
{
	States
	{
	Missile:
		Goto Super::Missile.Chaingun
	}
}


//---------------------------------------------------------------------------

ACTOR MarineRocket : MarineFist
{
	States
	{
	Missile:
		Goto Super::Missile.Rocket
	}

}

//---------------------------------------------------------------------------

ACTOR MarinePlasma : ScriptedMarine
{
	States
	{
	Missile:
		Goto Super::Missile.Plasma
	}

}

//---------------------------------------------------------------------------

ACTOR MarineRailgun : ScriptedMarine
{
	States
	{
	Missile:
		Goto Super::Missile.Railgun
	}

}

//---------------------------------------------------------------------------

ACTOR MarineBFG : ScriptedMarine
{
	States
	{
	Missile:
		Goto Super::Missile.BFG
	}
}