Actor EliteSniper
{
//Creator: ConsulCast
//Origin: Nexus Infinity
//Sprite: CNP6
//Title: "Elite Sniper"
Health 250
Mass 100
Speed 11
Painchance 256
Radius 20
Height 56
BloodColor "Red"
Monster
Obituary "%o didn't know what hit him, but he probably assumed it was an Elite Sniper."
DamageFactor 0.75
DamageFactor "Explosion", 0.5
DropItem "NemesisHealthBonusMax", 256, 16
DropItem "NemesisArmorBonus32", 256
DropItem "AmmoPack" 40
DropItem "PortableMedkit" 159
DropItem "ArmorBooster" 186
DropItem "SniperRifle" 32
Tag "Improved Sniper"
SeeSound "superzombie/sight"
PainSound "superzombie/pain"
DeathSound "superzombie/death"
ActiveSound "superzombie/active"
+SEEINVISIBLE
+FLOORCLIP
States
{
  Spawn:
	CNP6 A 10 A_Look
	Loop
  See:
	TNT1 A 0 A_SetShootable
	TNT1 A 0 A_Jumpifcloser(150, "Smoke")
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	CNP6 AABB 3 A_Chase
	TNT1 A 0 A_SpawnItem("FootStep",0,0,0,0)
	CNP6 CCDD 3 A_Chase
  Missile:
	TNT1 A 0 A_Jumpifcloser(100, "Smoke")
	TNT1 A 0 A_JumpIfTargetINLOS("Shoot")
	Goto See
  Shoot:
	TNT1 A 0 A_Jumpifcloser(100, "Smoke")
	CNP6 E 1 A_FAcetarget
	CNP6 EEEEEEEEEE 2 A_CustomRailgun(-1,8,NONE,NONE,RGF_SILENT|RGF_NOPIERCING,1,0,"RailTargetPuff",0,0,0,0,2,0,"ESLaserTarget",5)
	TNT1 A 0 A_PLaysound("ESNPR/SHOOT", CHAN_WEAPON)
	CNP6 F 1 BRIGHT A_CustomMissile("MonsterTracer",32,0, random(1,-1))
	TNT1 A 0 A_CustomBulletAttack(0,0,1,random(20,50))
	TNT1 A 0 A_Playsound("ESNPR/RLD")
	TNT1 A 0 A_SpawnItemEx("RifleCasing", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)
	Goto See
  Smoke:
	CNP6 A 5 A_SpawnItemEx("ESNPSmoke",0,0,0,random(2,-2),random(2,-2),random(1,3),0,0,0,0)
  Teleport:
	TNT1 A 0 A_UnSetShootable
	CNP6 AAAAAAAAAA 1 A_Fadeout(0.1,0)
	TNT1 A 0 A_Stop
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	TNT1 A 0 A_JumpIfcloser(150,"Teleport2")
	CNP6 AAAAAAAAAA 1 A_FadeIn(0.1)
	CNP6 E 3 A_FaceTarget
	TNT1 A 0 A_Stop
	TNT1 A 0 A_SetShootable	
	Goto See
  Teleport2:
	TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander
	CNP6 AAAAAAAAAA 1 A_FadeIn(0.1)
	CNP6 E 3 A_FaceTarget
	TNT1 A 0 A_Stop
	TNT1 A 0 A_SetShootable	
	Goto See
  Pain:
	TNT1 A 0 A_pain
	TNT1 A 0 A_Jump(256,"Smoke")
  Death:
	CNP6 H 5 A_Scream
	CNP6 I 5 A_Fall
	CNP6 J 5
	CNP6 K 5 A_SpawnItem("BodyCrash",0,0,0,0)
	CNP6 L -1
	Stop
  XDeath:
	CNP6 M 3 A_XScream
	CNP6 N 3 A_SpawnItemEx("GibbedGenerator",0,0,0,0,0,0,0,128,0)
	CNP6 O 3 A_Fall
	CNP6 PQR 3
	CNP6 S -1
	Stop
  Raise:
	TNT1 A 0 A_SpawnItemEx("VileHealEffect",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
	CNP6 KJIH 5
	}
}

Actor ESNPSmoke
{ 
Scale 1
Speed 1
RenderStyle Add
+NOCLIP
+NOGRAVITY
+CLIENTSIDEONLY
States
{
  Spawn:
	TNT1 A 0
	TNT1 A 0 A_Playsound("ESNPR/SMOK")
	SMOK ABCDEFGHIJKLMNOPQ 8
	Stop
    }
}

ACTOR ESLaserTarget : BFG9500Trail
{
Scale 0.025
Alpha 0.65
+NOTIMEFREEZE
States
{
  Spawn:
	DRTR A 2 Bright
	Stop
	}
}