Actor LMGBlackOpsMerc : GenericHumanScum   
    {
  scale 1.0
  obituary "%o wasn't too hard to eliminate for Light Machinegun Black Ops Merc"
  health 255
  radius 15
  height 54
  mass 100
  speed 10
  Species "Arac"
+DONTHARMSPECIES
  painchance 150
  SeeSound "StMerc/See"
  PainSound "StMerc/pain"
  DeathSound "StMerc/Death"
  ActiveSound "StMerc/Active"
  Tag "LMG BlackOps Merc"
  +BOSSDEATH
  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(-0.04,0.04))
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
  Spawn2:
    EB2A A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUStMerc")
	 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 ("LMGShotCounter", 150, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    EB2A AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 150, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    EB2A 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))
	    EB2A 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))
	    EB2A 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
	    EB2A 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)) 
	    EB2A 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)) 
	    EB2A 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:
    EB2A E 12 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("QuickBursts", 0, JLOSF_CLOSENOJUMP, 1200, 800)
	TNT1 A 0 A_JumpIfTargetInLos ("AccuracyBurst", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1200)
  MissileLoop:
    TNT1 A 0 A_PlaySound ("FC1M249F")
	TNT1 A 0 A_PlaySound ("LMGFF", 6, 0.5, 0)
	EB2A F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9,random (-3,3))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 150, "Reload")
	TNT1 A 0 A_JumpIfInTargetLos ("MissileDodge", 0, JLOSF_DEADNOJUMP)
    EB2A E 3 A_MonsterRefire (40, "SeeLoop")
	Loop
  MissileDodge:
    EB2A E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("FC1M249F")
	TNT1 A 0 A_PlaySound ("LMGFF", 6, 0.5, 0)
	EB2A F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9,random (-3,3))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 150, "Reload")
	EB2A E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("FC1M249F")
	TNT1 A 0 A_PlaySound ("LMGFF", 6, 0.5, 0)
	EB2A F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9,random (-3,3))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 150, "Reload")
	EB2A E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("FC1M249F")
	TNT1 A 0 A_PlaySound ("LMGFF", 6, 0.5, 0)
	EB2A F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9,random (-3,3))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 150, "Reload")
	EB2A E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("FC1M249F")
	TNT1 A 0 A_PlaySound ("LMGFF", 6, 0.5, 0)
	EB2A F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9,random (-3,3))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 150, "Reload")
	Goto SeeLoop+1
  QuickBursts:
    EB2A E 7 A_MonsterRefire (40, "SeeLoop")
    TNT1 A 0 A_PlaySound ("FC1M249F")
	TNT1 A 0 A_PlaySound ("LMGFF", 6, 0.5, 0)
	EB2A F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9,random (-1,1))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 150, "Reload")
	EB2A E 1 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("FC1M249F")
	TNT1 A 0 A_PlaySound ("LMGFF", 6, 0.5, 0)
	EB2A F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9,random (-2,1))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 150, "Reload")
	EB2A E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("FC1M249F")
	TNT1 A 0 A_PlaySound ("LMGFF", 6, 0.5, 0)
	EB2A F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9,random (-3,2))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 150, "Reload")
	EB2A E 1 A_MonsterRefire (40, "SeeLoop")
	Loop
  AccuracyBurst:
    EB2A E 17 A_FaceTarget
	TNT1 A 0 A_PlaySound ("FC1M249F")
	TNT1 A 0 A_PlaySound ("LMGFF", 6, 0.5, 0)
	EB2A F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9)
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 150, "Reload")
	EB2A E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("FC1M249F")
	TNT1 A 0 A_PlaySound ("LMGFF", 6, 0.5, 0)
	EB2A F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9)
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 150, "Reload")
	EB2A E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("FC1M249F")
	TNT1 A 0 A_PlaySound ("LMGFF", 6, 0.5, 0)
	EB2A F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9, random (-1,0))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 150, "Reload")
	EB2A E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("FC1M249F")
	TNT1 A 0 A_PlaySound ("LMGFF", 6, 0.5, 0)
	EB2A F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9, random (0,1))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 150, "Reload")
	EB2A E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("FC1M249F")
	TNT1 A 0 A_PlaySound ("LMGFF", 6, 0.5, 0)
	EB2A F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9, random (-1,1))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 150, "Reload")
	EB2A E 2 A_MonsterRefire (40, "SeeLoop")
	Loop
  Reload:
    EB2A E 25 A_Playsound ("MGMAGOPN")
	TNT1 A 0 A_TakeInventory ("LMGShotCounter", 150)
	EB2A D 39 A_Playsound ("MGMAGLOA")
	EB2A E 30 A_Playsound ("MGMAGCLO")
	Goto SeeLoop
  Pain:
    EB2A H 3
    EB2A H 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    EB2A I 5 A_Scream
    EB2A J 5
    EB2A K 5 A_NoBlocking
    EB2A L 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    EB2A M -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    EB2A U 5
    EB2A VWX 3 A_XScream
    PGIB A 5 A_NoBlocking
    PGIB BCD 5
    PGIB E -1 
    Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	EB2A MLKJI 5
   Goto See	
  Idle:
    EB2A AA 4 A_Wander
    EB2A A 0 A_Look
    EB2A BB 4 A_Wander
    EB2A A 0 A_Look
    EB2A CC 4 A_Wander
    EB2A A 0 A_Look
    EB2A DD 4 A_Wander
    EB2A A 0 A_Look
    loop
  }
}











	