Actor NaziLMGMarksman : GenericHumanScum   
    {
  scale 1.0
  obituary "%o was defeated by the neonazi LMG marksman - a true hero of Neo-Reich"
  health 248
  radius 15
  height 54
  mass 100
  speed 10
  Translation "112:127=80:111", "192:207=16:47", "240:247=42:47"
  Species "Arac"
+DONTHARMSPECIES
  Damage 2
  painchance 150
  SeeSound "CapeNazi/See"
  PainSound "CapeNazi/pain"
  DeathSound "CapeNazi/Death"
  ActiveSound "CapeNazi/Active"
  Tag "Nazi LMG Marksman"
  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 ("SiegWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
	TNT1 A 0 A_Jump (50, "MAFON")
  Spawn2:
    NMGC C 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUCapeNazi")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  MAFON:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx ("NAZMSPAWNER", 0, 0, 0)
   Goto Spawn2		
  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_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    NMGC AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 88, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    NMGC 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))
	    NMGC 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))
	    NMGC 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
	    NMGC 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)) 
	    NMGC 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)) 
	    NMGC 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_JumpIfInventory ("GrenadeCoolDown", 1, 2)
	TNT1 A 0 A_JumpIfTargetInLos ("GranataCheck", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 950, 420)
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
	TNT1 A 0 A_TakeInventory ("AccuracyCounter", 11)
	TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
    NMGC E 8 A_FaceTarget
	TNT1 A 0 A_JumpIfCloser (470, "BurstSupress") 
	TNT1 A 0 A_JumpIfTargetInLos ("AccuracyBurst", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 1449, 700)
	TNT1 A 0 A_JumpIfTargetInLos ("QuadBurst", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1450)
  MissileLoop:
	//TNT1 A 0 A_Print ("Sheisse!Missile")
	NMGC E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("MRKLMGF")
	TNT1 A 0 A_PlaySound ("HLMGFF", 6, 0.5, 0)
	NMGC F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9, 0)
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_GiveInventory ("AccuracyCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 88, "Reload")
	TNT1 A 0 A_JumpIfInventory ("AccuracyCounter", 11, "FiringSpread")
	TNT1 A 0 A_FaceTarget
    NMGC E 1 A_MonsterRefire (40, "SeeLoop")
   Loop
  FiringSpread:
	//TNT1 A 0 A_Print ("Sheisse!Spread")
	TNT1 A 0 A_TakeInventory ("AccuracyCounter", 11)
	NMGC E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("MRKLMGF")
	TNT1 A 0 A_PlaySound ("HLMGFF", 6, 0.5, 0)
	NMGC F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9, random(-1,1))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 88, "Reload")
	TNT1 A 0 A_JumpIfInTargetLos ("SeeLoop", 5, JLOSF_DEADNOJUMP, 1400, 0)
	TNT1 A 0 A_FaceTarget
    NMGC E 1 A_MonsterRefire (40, "SeeLoop")
   Loop
  BurstSupress:
	//TNT1 A 0 A_Print ("Sheisse!Supress")
	NMGC E 4 A_FaceTarget
    TNT1 A 0 A_PlaySound ("MRKLMGF")
	TNT1 A 0 A_PlaySound ("HLMGFF", 6, 0.5, 0)
	NMGC F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9,random (-10,-8))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 88, "Reload")
	NMGC E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("MRKLMGF")
	TNT1 A 0 A_PlaySound ("HLMGFF", 6, 0.5, 0)
	NMGC F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9,random (-6,-3))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 88, "Reload")
	NMGC E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("MRKLMGF")
	TNT1 A 0 A_PlaySound ("HLMGFF", 6, 0.5, 0)
	NMGC F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9,random (-2,2))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 88, "Reload")
	NMGC E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("MRKLMGF")
	TNT1 A 0 A_PlaySound ("HLMGFF", 6, 0.5, 0)
	NMGC F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9,random (4,6))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 88, "Reload")
	NMGC E 1 A_FaceTarget
    TNT1 A 0 A_PlaySound ("MRKLMGF")
	TNT1 A 0 A_PlaySound ("HLMGFF", 6, 0.5, 0)
	NMGC F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9,random (8,10))
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 88, "Reload")
   Goto MissileCheck	
  AccuracyBurst:
	//TNT1 A 0 A_Print ("SheisseAccuaracyBurst!")
    NMGC E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("MRKLMGF")
	TNT1 A 0 A_PlaySound ("HLMGFF", 6, 0.5, 0)
	NMGC F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9)
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_GiveInventory ("AccuracyCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 88, "Reload")
	TNT1 A 0 A_JumpIfInventory ("AccuracyCounter", 8, "AccuracyAim")
	NMGC E 1 A_MonsterRefire (40, "SeeLoop")
    Loop
  AccuracyAim:
	//TNT1 A 0 A_Print ("Sheisse!AccAim")	
	NMGC E 15 A_FaceTarget
	TNT1 A 0 A_TakeInventory ("AccuracyCounter", 8)
	TNT1 A 0 A_JumpIfInTargetLos ("SeeLoop", 5, JLOSF_DEADNOJUMP, 1400, 0)
	Goto AccuracyBurst
  QuadBurst:
	//TNT1 A 0 A_Print ("SheisseQuadB!")
    NMGC E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("MRKLMGF")
	TNT1 A 0 A_PlaySound ("HLMGFF", 6, 0.5, 0)
	NMGC F 1 BRIGHT A_CustomMissile ("LMGDTracer",32,9)
	TNT1 A 0 A_GiveInventory ("LMGShotCounter", 1)
	TNT1 A 0 A_GiveInventory ("AccuracyCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LMGShotCounter", 88, "Reload")
	TNT1 A 0 A_JumpIfInventory ("AccuracyCounter", 4, "QuadAim")
	NMGC E 1 A_MonsterRefire (40, "SeeLoop")
    Loop
   QuadAim:
	//TNT1 A 0 A_Print ("SheisseQuadAim!") 
	NMGC E 15 A_Facetarget
	TNT1 A 0 A_TakeInventory ("AccuracyCounter", 4)
	TNT1 A 0 A_JumpIfInTargetLos ("SeeLoop", 5, JLOSF_DEADNOJUMP, 1400, 0)
	Goto QuadBurst	
  GranataCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Granata", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 300)
	Goto MissileCheck+2
  Granata:
    NMGC C 8 A_FaceTarget
	NMGC DE 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	TNT1 A 0 A_JumpIfInventory ("UltCoolDown", 1, 2)
	TNT1 A 0 A_Jump (188, "BeaconToss")
	TNT1 A 0 A_CustomMissile ("GreenHandGrenade", 46, 0, random (-1,1), CMF_OFFSETPITCH, random (10, 14))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 3)
	TNT1 A 0 A_TakeInventory ("UltCoolDown", 1)
	Goto SeeLoop
  BeaconToss:
    TNT1 A 0
    TNT1 A 0 A_CustomMissile ("NaziRayStrikeBeacon", 46, 0, random (-1,1), CMF_OFFSETPITCH, random (10, 14))
	TNT1 A 0 A_GiveInventory ("UltCoolDown", 3)
	NMGC AABB 2 A_Recoil (1)
	NMGC B 2 
	NMGC CCDD 2 A_Recoil (1)
	NMGC D 1
	NMGC AABB 2 A_Recoil (1)
	NMGC B 2 
	NMGC CCDD 2 A_Recoil (1)
	Goto MissileCheck
  Reload:
    NMGC E 15 A_Playsound ("MGMAGOPN")
	NMGC D 25 A_Playsound ("MGMAGLOA")
	NMGC E 18 
	TNT1 A 0 A_TakeInventory ("LMGShotCounter", 88)
	NMGC D 16 A_Playsound ("MGMAGCLO")
	Goto SeeLoop
  Pain:
    NMGC H 3
    NMGC H 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    NMGC I 5 A_Scream
    NMGC J 5
    NMGC K 5 A_NoBlocking
    NMGC L 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    NMGC M -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 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)
	NMGC MLKJI 5
   Goto See	
  Idle:
    NMGC AA 4 A_Wander
    NMGC A 0 A_Look
    NMGC BB 4 A_Wander
    NMGC A 0 A_Look
    NMGC CC 4 A_Wander
    NMGC A 0 A_Look
    NMGC DD 4 A_Wander
    NMGC A 0 A_Look
    loop
  }
}


Actor LAM 
{
Projectile
Damage (0)
+FORCEXYBILLBOARD
+DONTSPLASH
+BLOODSPLATTER 
+NOEXTREMEDEATH
radius 0
height 0
speed 35
renderstyle Add
alpha 0.75
scale .08
 States
     {
	  Spawn:
		TRAC A 1 BRIGHT
		TNT1 A 0 A_Stop
	    TRAC A 2 Bright 
		Stop
	  Death:
	    TNT1 A 1 
		Stop
		}
	}	






        Actor NaziRayStrikeBeacon
	 {
	    Projectile
		Height 12
		Scale 0.55
		Speed 20
		Gravity 0.5
		BounceCount 3
		BounceFactor 0.1
		WallBouncesound "GRNBNCE"
		Seesound "GRNBNCE"
		Bouncesound "GRNBNCE"
		DeathSound "GRNBNCE"
		Obituary "%o managed to die from the Strike Beacon even before the strike itself" 
		+DOOMBOUNCE
		+CANBOUNCEWATER
		Radius 5
		-NOGRAVITY
		Damage (1)
		    States
			   {
			    Spawn:
				  TNT1 A 0
				  IBCN AB 3 BRIGHT
				 Loop
				Death:
				    TNT1 A 0
					IBCL AAABBBAAABBBAAABBBAAABBB 1 BRIGHT
					TNT1 A 0 A_SpawnItemEx ("NaziIonFireRay", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					IBCL AAABBB 1 BRIGHT
				   Stop	
				
				}
		}




	Actor NaziIonFireRay
         {
		  Radius 6
          Height 18
		  Speed 0
		  YScale 88.3
		  XScale 0.1
		  +FORCEYBILLBOARD
		  +THRUACTORS
		  +FloorHugger	
		  Damage 0
		  +DOOMBOUNCE
		  BounceCount 5
		  Reactiontime 88
		  Projectile
		  RenderStyle Add
		  SeeSound ""
		  DeathSound "JETPEX"
		  States
               {
                Spawn:
                   TNT1 A 0
				   TNT1 A 0 A_Countdown
				   TNT1 A 0 A_SetScale (ScaleX+0.01, ScaleY+0.01)
				   TNT1 A 0 A_PlaySound ("GRNBLOOP", 0, 1, true)
				   TNT1 A 0 A_Explode ((4), 69)
                   FRFL A 1 Bright A_SpawnItemEx ("NaziIonFireRayTrail", 0, 0, 0, 0, 0, 0) 
                  Loop 
                Death:
				   TNT1 A 0
				   TNT1 A 0 A_StopSound
				   FRFL A 1 BRIGHT
				   TNT1 A 0 A_SpawnItemEx ("NaziIonFireRayExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
                   TNT1 A 0 A_Explode ((100), 256)
			       TNT1 A 0 A_SpawnItemEx ("NaziIonFireRayTrail", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
                   
				  Stop								
			   }
         } 




	   Actor NaziIonFireRayTrail
			 {		
            +NOINTERACTION
			+CLIENTSIDEONLY
            Scale 0.69 
				RenderStyle Add
                   States
                        {
						 Spawn:
						     TNT1 A 0
							 TNT1 A 0 A_SetScale (ScaleX+0.03, ScaleY+0.03)
							 TNT1 A 0 A_GiveInventory ("ScaleCounter", 1) 	
							 //DB45 ZYXWVUTSRQPONMLKJIHGFEDCBA 3 BRIGHT
							 TNT1 A 0 A_JumpIfInventory ("ScaleCounter", 3, "Death")	
							 FRFL A 1 BRIGHT	
							Loop
                         Death:
							 TNT1 A 0
				             FRFL A 1 Bright A_FadeOut (0.2)
	                       Stop 																		

						}


					}



		Actor NaziIonFireRayExplosion 
		{
		  +NOINTERACTION
		  Scale 3.0
		  Renderstyle Add
		  +CLIENTSIDEONLY
		  States
		      {
			   Spawn:	
				 TNT1 A 0
				 TNT1 A 0 A_playSound ("NZRAYEX", 0, 1.0, false, 0)
				 TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
				 TNT1 A 0 A_SpawnItemEx ("ReichRocketShockwave", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				 TNT1 A 0 A_SpawnItemEx ("NaziIonFireRayExpFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				 TNT1 A 0 A_SpawnItemEx ("NaziIonFireRayExplosionFlash", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
				 TNT1 AAA 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
				 X003 ABCDEFGHIJKLMNOPQR 1 BRIGHT
				 X003 STUVWXYZ 1 BRIGHT A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
				Stop  
			   
			  }
			  
		}
		
		
		
		Actor NaziIonFireRayExplosionFlash 
		{
		  +NOINTERACTION
		  Scale 2.8
		  Renderstyle Add
		  +CLIENTSIDEONLY
		  States
		      {
			   Spawn:	
				 TNT1 A 0
				 REXP ABCDEFGHIJKLMNOPQRS 1 BRIGHT
				Stop  
			   
			  }
			  
		}


		
		
		 
		Actor UltCoolDown : Inventory
			{
			 Inventory.MaxAmount 35
			}






		Actor NaziLMGMarksmanSpawner : RandomSpawner
			{
			 DropItem NaziLMGMarksman
			 DropItem NaziLMGMarksmanGrey
			}
		



		Actor NaziLMGMarksmanGrey : NaziLMGMarksman 
			{
			 Translation "112:127=80:111", "192:207=80:111", "240:247=110:110"
			}


		
		
		
		
		
		
		
