   Actor EinsatzNaziSMG : GenericHumanScum 
       {
  scale 1.0
  obituary "%o was turned into swiss cheese by the Einsatzgruppe neonazi with heavy SMG"
  health 235
  radius 15
  height 54
  mass 100
  speed 14
  Species "Arch"
  Species "Squad"
  +DONTHARMSPECIES
  +THRUSPECIES
  painchance 25
  SeeSound "SlavFac/See"
  PainSound "SlavFac/pain"
  DeathSound "SlavFac/Death"
  ActiveSound "SlavFac/Active"
  Translation "112:127=80:111"
  dropitem "Chaingun", 4
  Tag "Einsatzgruppe SMG unit"
  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 ("SiegWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 150)
  Spawn2:	
    ESMG T 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUSlavFac")
	 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 ("HSMGShotCounter", 30, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    ESMG AABBCCDD 2 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("HSMGShotCounter", 30, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    ESMG 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))
	    ESMG 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))
	    ESMG 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
	    ESMG 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)) 
	    ESMG 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)) 
	    ESMG 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_Jump (125, "GranataCheck")
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
    ESMG E 10 A_FaceTarget
	TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
	TNT1 A 0 A_JumpIfTargetInLos ("HexaBurst", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 750)
	TNT1 A 0 A_JumpIfTargetInLos ("TriShot", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1000)
  MissileLoop:
    TNT1 A 0 A_PlaySound ("L4D1SMGF")
	TNT1 A 0 A_PlaySound ("HESMGFF", 6, 0.5, 0)
	ESMG F 1 BRIGHT A_CustomMissile ("HSMGTracer",32,9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("HSMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HSMGShotCounter", 30, "Reload")
	//TNT1 A 0 A_JumpIfInTargetLos ("DodgeCheck")
    ESMG E 1 A_MonsterRefire (40, "SeeLoop")
	goto MissileLoop
  Trishot:
	ESMG E 9 A_FaceTarget
    TNT1 A 0 A_PlaySound ("L4D1SMGF")
	TNT1 A 0 A_PlaySound ("HESMGFF", 6, 0.5, 0)
	ESMG F 1 BRIGHT A_CustomMissile ("HSMGTracer",32,9,random (-1,0))
	TNT1 A 0 A_GiveInventory ("HSMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HSMGShotCounter", 30, "Reload")
	ESMG E 1 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("L4D1SMGF")
	TNT1 A 0 A_PlaySound ("HESMGFF", 6, 0.5, 0)
	ESMG F 1 BRIGHT A_CustomMissile ("HSMGTracer",32,9,random (0,1))
	TNT1 A 0 A_GiveInventory ("HSMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HSMGShotCounter", 30, "Reload")
	ESMG E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("L4D1SMGF")
	TNT1 A 0 A_PlaySound ("HESMGFF", 6, 0.5, 0)
	ESMG F 1 BRIGHT A_CustomMissile ("HSMGTracer",32,9,random (-1,1))
	TNT1 A 0 A_GiveInventory ("HSMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HSMGShotCounter", 30, "Reload")
	ESMG E 3 A_MonsterRefire (40, "SeeLoop")
	Loop
  HexaBurst:
    ESMG E 7 A_FaceTarget
	TNT1 A 0 A_PlaySound ("L4D1SMGF")
	TNT1 A 0 A_PlaySound ("HESMGFF", 6, 0.5, 0)
	ESMG F 1 BRIGHT A_CustomMissile ("HSMGTracer",32,9, random (-3,3))
	TNT1 A 0 A_GiveInventory ("HSMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HSMGShotCounter", 30, "Reload")
	ESMG E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("L4D1SMGF")
	TNT1 A 0 A_PlaySound ("HESMGFF", 6, 0.5, 0)
	ESMG F 1 BRIGHT A_CustomMissile ("HSMGTracer",32,9, random (-3,3))
	TNT1 A 0 A_GiveInventory ("HSMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HSMGShotCounter", 30, "Reload")
	ESMG E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("L4D1SMGF")
	TNT1 A 0 A_PlaySound ("HESMGFF", 6, 0.5, 0)
	ESMG F 1 BRIGHT A_CustomMissile ("HSMGTracer",32,9, random (-3,3))
	TNT1 A 0 A_GiveInventory ("HSMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HSMGShotCounter", 30, "Reload")
	ESMG E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("L4D1SMGF")
	TNT1 A 0 A_PlaySound ("HESMGFF", 6, 0.5, 0)
	ESMG F 1 BRIGHT A_CustomMissile ("HSMGTracer",32,9, random (-6,6))
	TNT1 A 0 A_GiveInventory ("HSMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HSMGShotCounter", 30, "Reload")
	ESMG E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("L4D1SMGF")
	TNT1 A 0 A_PlaySound ("HESMGFF", 6, 0.5, 0)
	ESMG F 1 BRIGHT A_CustomMissile ("HSMGTracer",32,9, random (-6,6))
	TNT1 A 0 A_GiveInventory ("HSMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HSMGShotCounter", 30, "Reload")
	ESMG E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("L4D1SMGF")
	TNT1 A 0 A_PlaySound ("HESMGFF", 6, 0.5, 0)
	ESMG F 1 BRIGHT A_CustomMissile ("HSMGTracer",32,9, random (-6,6))
	TNT1 A 0 A_GiveInventory ("HSMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HSMGShotCounter", 30, "Reload")
	TNT1 A 0 A_FaceTarget
	ESMG E 5 A_JumpIfInTargetLos ("SeeLoop", 10, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 800, 0)
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	Loop
   GranataCheck:
	TNT1 A 0 
    TNT1 A 0 A_JumpIfTargetInLos ("Granata", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 300)
	Goto MissileCheck+2
  Granata:
    //TNT1 A 0 A_Print ("Granata")
    ESMG D 7 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	ESMG E 5 A_CustomMissile ("GreenHandGrenade", 42, 0, random (-3,3), CMF_OFFSETPITCH, random (12, 18))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 3)
	Goto SeeLoop	
  Reload:
    ESMG D 20 A_Playsound ("HSMGRLD")
	TNT1 A 0 A_TakeInventory ("HSMGShotCounter", 30)
	ESMG E 20 
	ESMG D 16
	Goto SeeLoop
  Pain:
    ESMG G 3
    ESMG G 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    ESMG H 5 A_Scream
    ESMG I 5
    ESMG J 5 A_NoBlocking
    ESMG K 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    ESMG L -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 1 A_XScream
    PGIB A 5 A_NoBlocking
    PGIB BCD 5
    PGIB E -1
    Stop
  Idle:
    ESMG AA 4 A_Wander
    ESMG A 0 A_Look
    ESMG BB 4 A_Wander
    ESMG A 0 A_Look
    ESMG CC 4 A_Wander
    ESMG A 0 A_Look
    ESMG DD 4 A_Wander
    ESMG A 0 A_Look
    loop
  }
	   
	   
	   }
	   
	   
	