      Actor EinsatzNaziShotgun  : GenericHumanScum    
	  {
  Health 250
  Radius 20
  Height 56
  Mass 100
  Speed 14
  PainChance 25
  Monster
  MinMissileChance 88
  +NODROPOFF
  MaxDropOffHeight 69
  Species "Arch"
  Species "Squad"
  +DONTHARMSPECIES
  +THRUSPECIES
  +FLOORCLIP
  Translation "192:207=9:12"
  SeeSound "SlavFac/See"
  PainSound "SlavFac/pain"
  DeathSound "SlavFac/death"
  ActiveSound "SlavFac/active"
  Tag "Einsatz shotgunner"
  Obituary "%o was hunted down by the Einsatzgruppe shotgunner"
  DropItem "Shotgun", 5
  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)
	TNT1 A 0 A_SpawnItemEx ("SiegWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
  Spawn2:
    ENSH 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 ("ShotgunShotCounter", 6, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    ENSH AABBCCDD 2 A_Chase
    Loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 6, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    ENSH 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))
	    ENSH 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))
	    ENSH 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
	    ENSH 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)) 
	    ENSH 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)) 
	    ENSH 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 (88, "GranataCheck")
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 30, JLOSF_DEADNOJUMP)
	Goto SeeLoop	
  Missile:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 6, "Reload") 
    ENSH E 10 A_FaceTarget
	TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 1399, 600)
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 4, random (-4,0))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    ENSH F 5 Bright
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 6, "Reload")
    ENSH E 7 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 4, random (0,4))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	 ENSH F 5 Bright
	ENSH AABBCCDDAABBCCDDAABBCCDD 2 A_Wander
    Goto SeeLoop
  Accuracy:
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 6, "Reload") 
    ENSH E 15 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 4, random (-1,1))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    ENSH F 6 Bright
	TNT1 A 0 A_JumpIfInTargetLos ("SeeLoop", 45, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 600) 
    ENSH E 3 A_MonsterRefire (1, "MissileCheck")
   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")
    ENSH D 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	ENSH E 8 A_CustomMissile ("GreenHandGrenade", 42, 0, random (-3,3), CMF_OFFSETPITCH, random (10, 15))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 1)
	Goto SeeLoop			  
  Reload:
    ENSH DE 5 A_Playsound ("SHOTLOD")
	ENSH DE 5 A_Playsound ("SHOTLOD")
	ENSH DE 5 A_Playsound ("SHOTLOD")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 6)
	ENSH DE 5 A_Playsound ("SHOTLOD")
	ENSH DE 5 A_Playsound ("SHOTLOD")
	ENSH DE 5 A_Playsound ("SHOTLOD")
	TNT1 A 0 A_Playsound ("SHOTPUMP")
	Goto SeeLoop
  Pain:
    ENSH G 3
    ENSH G 3 A_Pain
    Goto SeeLoop
  Death:
    ENSH H 5 A_NoBlocking
    ENSH I 5 A_Scream
    ENSH J 5 
    ENSH K 4 A_Playsound ("FallingBodyGear", CHAN_BODY)
    ENSH L -1
    Stop
  XDeath:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
	PGIB A 5 A_XScream
	PGIB B 5 A_NoBlocking 
	PGIB CD 3
	PGIB E -1
	Stop
  Raise:
    ENSH L 5
    ENSH KJIH 5
    Goto See
     }

}


	
	

