Actor CartelHMG : GenericHumanScum 
{
 scale 1.0
  obituary "%o met the Colombian Rambo"
  health 225
  radius 15
  height 54
  +BOSSDEATH
  mass 800
  speed 10
  Species "ARAC"
+DONTHARMSPECIES
  Damage 2
  +NODROPOFF
  MaxDropOffHeight 69
  painchance 100
  BloodType "DASBLUT"
  SeeSound "Cartel/See"
  PainSound "GTS/Pain"
  DeathSound "GTS/Death"
  ActiveSound "Cartel/Active"
  dropitem "Clip", 20
  Tag "Cartel Machinegunner"
  MONSTER
  +FLOORCLIP
  States
       {
	    Spawn:
		   TNT1 A 0
		   TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult("STFUCheck") == 1, "STFU")
		   TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult ("VanJumpCheck") == 1, "VanJump")
		   TNT1 A 0 A_SetScale (scaleX+frandom(-0.02, 0.02), scaleY+frandom(-0.08,0.08))	
		   TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
		   TNT1 A 0 A_SpawnItemEx ("CartelWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)	 
        Spawn2:
		   MW2E A 3 A_Look
		   Loop
		STFU:
			 TNT1 A 0
			 TNT1 A 0 ACS_NamedExecute ("STFUCartel")
			 Goto Spawn+2
		VanJump:
	TNT1 A 0
	TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
    Goto Spawn+3	 
		 See:
		 "####" A random(1,4)
    TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	TNT1 A 0 A_Jump (180, "MissileCheck")
  SeeLoop:
    TNT1 A 0 A_CheckSight ("CheckReload")
    TNT1 A 0 A_JumpIfInventory ("HMGShotCounter", 100,"Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    MW2E AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("HMGShotCounter", 100,"Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    MW2E AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		TNT1 A 0 A_Jump (50, "DodgeRight")
		Goto SeeLoop+1
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    MW2E AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
    DodgeLeftB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (3,8))
	    MW2E AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    MW2E AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRightF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (-8,-3)) 
	    MW2E AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRightB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (3,8)) 
	    MW2E AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
    TNT1 A 0 A_StopSound (5)
    MW2E DE 6 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("Suppress", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 950)
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1500)
  MissileLoop:
    TNT1 A 0 A_PlaySound ("NPCWHLMG")
	TNT1 A 0 A_PlaySound ("HLMGFF", 6, 0.5, 0)
	MW2E F 2 BRIGHT A_CustomMissile ("HMGTracer",32,9,random (-5,5))
	TNT1 A 0 A_GiveInventory ("HMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HMGShotCounter", 100,"Reload")
	//TNT1 A 0 A_JumpIfInTargetLos ("DodgeCheck")
    MW2E E 3 A_MonsterRefire (40, "SeeLoop")
	goto MissileLoop
  Suppress:
    TNT1 A 0 A_PlaySound ("NPCWHLMG")
	TNT1 A 0 A_PlaySound ("HLMGFF", 6, 0.5, 0)
	MW2E F 2 BRIGHT A_CustomMissile ("HMGTracer",32,9,random (-3,3))
	TNT1 A 0 A_GiveInventory ("HMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HMGShotCounter", 100,"Reload")
	MW2E E 3 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("NPCWHLMG")
	TNT1 A 0 A_PlaySound ("HLMGFF", 6, 0.5, 0)
	MW2E F 2 BRIGHT A_CustomMissile ("HMGTracer",32,9,random (-3,3))
	TNT1 A 0 A_GiveInventory ("HMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HMGShotCounter", 100,"Reload")
	MW2E E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("NPCWHLMG")
	TNT1 A 0 A_PlaySound ("HLMGFF", 6, 0.5, 0)
	MW2E F 2 BRIGHT A_CustomMissile ("HMGTracer",32,9,random (-3,3))
	TNT1 A 0 A_GiveInventory ("HMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HMGShotCounter", 100,"Reload")
	MW2E E 3 A_MonsterRefire (40, "SeeLoop")
	Goto SeeLoop
  Accuracy:
    MW2E E 6 A_FaceTarget
	TNT1 A 0 A_PlaySound ("NPCWHLMG")
	TNT1 A 0 A_PlaySound ("HLMGFF", 6, 0.5, 0)
	MW2E F 2 BRIGHT A_CustomMissile ("HMGTracer",32,9)
	TNT1 A 0 A_GiveInventory ("HMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HMGShotCounter", 100,"Reload")
	MW2E E 3 A_MonsterRefire (40, "SeeLoop")
   Loop
  Reload:
    MW2E E 30 A_PlaySound ("MGMAGOPN")
	TNT1 A 0 A_TakeInventory ("HMGShotCounter", 100)
	MW2E D 48 A_PlaySound ("MGMAGLOA")
	MW2E E 24 A_PlaySound ("MGMAGCLS")
	Goto SeeLoop
  Pain:
     TNT1 A 0 A_StopSound (5)
    MW2E G 3
    MW2E G 3 A_Pain
    goto SeeLoop
  Death:
     TNT1 A 0 A_StopSound (5)
  	//TNT1 A 0 A_Jump(20, "Suren")
    MW2E H 5 A_Scream
    MW2E I 5
    MW2E J 5 A_NoBlocking
    MW2E K 5
	MW2E L 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    MW2E M -1
    stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	MW2E MLKJIH 5
   Goto See	
  Death.WEAK:
    MW2E O 5
    MW2E P 5 A_PlaySound("Baddy/pain")
    MW2E Q 5 A_NoBlocking
    MW2E R 5
    MW2E S -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 2 A_XScream 
    PGIB B 5 A_NoBlocking
	PGIB CD 5
    PGIB E -1
    Stop
    }
}


Actor HMGShotCounter : Inventory
{
 Inventory.MaxAmount 280
}


Actor HMGTracer 
{
Projectile
Damage (8)
+FORCEXYBILLBOARD
+DONTSPLASH
+SKYEXPLODE
+BLOODSPLATTER 
+NOEXTREMEDEATH
radius 2
height 2
speed 20
renderstyle Add
alpha 0.9
scale .15
 States
     {
	  Spawn:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("PotentialProjectileHider", 0,0,0)
	  Spawn2:
	    TRAC A 1 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true)
		Loop
	  Crash:	
	  Death:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ProjectileIsDead", 0,0,0)
	    TNT1 A 0 A_Playsound ("Bullet/Impact")
		TNT1 A 0 A_Jump (100, "D2")
		FX57 CDEFGHI 1 A_Playsound ("Bullet/Impact")
		Stop
	  D2:
	    FX58 CDEFGHI 1 A_Playsound ("Bullet/Impact")
		Stop
	  XDeath:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ProjectileIsDead", 0,0,0)
		TNT1 A 1
		Stop	
	 }
} 