     Actor FastAssShotgunner : GenericHumanScum
	    {
		
  //-----------------------------------COMPLEX DOOM COMPATIBILITY DROPS----------------------------------------------
  
  DropItem "WeaponUpgradeBox" 120		 
  DropItem "Assault Shotgun", 255			
		
  scale 1.0
  obituary "%o never hated Hit n Run tactic so much"
  health 300
  radius 15
  height 54
  mass 100
  speed 14
  Species "Arch"
+DONTHARMSPECIES
  Damage 2
  painchance 20
  SeeSound "ASGScout/See"
  PainSound "ASGSCPA"
  DeathSound "ASGScout/Death"
  ActiveSound ""
  dropitem "Shotgun", 2
  Tag "ASG Scout"
  MONSTER
  +FLOORCLIP
  States
       {
  Spawn:
	TNT1 A 0
	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))	
  Spawn2:
    AKA3 E 10 A_Look
    loop
  VanJump:
	TNT1 A 0
	TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
    Goto Spawn+2	
  See:
  //  "####" A random(1,4)
    TNT1 A 0 A_Jump (170, "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 (1, "Talk")
    TNT1 A 0 A_JumpIfInventory ("AA12ShotCounter", 20, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    AKA3 AABBCCDD 3 A_Chase
    loop
  Talk:
	TNT1 A 0
	TNT1 A 0 A_Jump (190, "SeeLoop")	
	TNT1 A 0 A_PlaySound ("ASGSCAC1", CHAN_VOICE)
	Goto Seeloop+1 		 	
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("AA12ShotCounter", 20, "Reload")
	Goto SeeLoop+1
  DodgeCheck:
    TNT1 A 0 A_Jump (255, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	Goto MissileCheck	
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    AKA3 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, 25, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    AKA3 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, 25, 0, 0)
	    TNT1 A 0 A_Recoil (random (3,8))
	    AKA3 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
	    AKA3 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, 25, 0, 0)
	    TNT1 A 0 A_Recoil ( random (-8,-3)) 
	    AKA3 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, 25, 0, 0)
	    TNT1 A 0 A_Recoil ( random (3,8)) 
	    AKA3 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")
	Goto SeeLoop
  Missile:
    AKA3 E 14 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("RunNGun", 0, JLOSF_DEADNOJUMP, 850)
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
  MissileLoop:
    TNT1 A 0 A_JumpIfInTargetLos ("DodgeCheck")
    TNT1 A 0 A_PlaySound ("ASSASG")
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	AKA3 F 2 BRIGHT 
	TNT1 AAAAAAAA 0 A_CustomMissile ("AA12Tracer",32,9,random (-3,3))
	TNT1 A 0 A_GiveInventory ("AA12ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AA12ShotCounter", 20, "Reload")
	//TNT1 A 0 A_JumpIfInTargetLos ("DodgeCheck")
    AKA3 E 3 A_MonsterRefire (40, "SeeLoop")
	goto MissileLoop
  RunNGun:
    TNT1 A 0 A_PlaySound ("ASSASG")
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	AKA3 F 2 BRIGHT 
	TNT1 AAAAAAAA 0 A_CustomMissile ("AA12Tracer",32,9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("AA12ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AA12ShotCounter", 20, "Reload")
	AKA3 E 3 A_FaceTarget 
	TNT1 A 0 A_PlaySound ("ASSASG")
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	AKA3 F 2 BRIGHT 
	TNT1 AAAAAAAA 0 A_CustomMissile ("AA12Tracer",32,9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("AA12ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AA12ShotCounter", 20, "Reload")
	AKA3 E 3 A_FaceTarget
	TNT1 A 0 A_PlaySound ("ASSASG")
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	AKA3 F 2 BRIGHT 
	TNT1 AAAAAAAA 0 A_CustomMissile ("AA12Tracer",32,9,random (-4,4))
	TNT1 A 0 A_GiveInventory ("AA12ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AA12ShotCounter", 20, "Reload")
	AKA3 AABBCCDDAABBCCDDAABBCCDDAABBCCDDAABBCCDDAABBCCDD 1 A_Wander
	Goto MissileCheck
  Accuracy:
    AKA3 E 7 A_FaceTarget
	TNT1 A 0 A_PlaySound ("ASSASG")
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	AKA3 F 2 BRIGHT 
	TNT1 AAAAAAAA 0 A_CustomMissile ("AA12Tracer",32,9,random (-1,1))
	TNT1 A 0 A_GiveInventory ("AA12ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AA12ShotCounter", 20, "Reload")
	TNT1 A 0 A_JumpIfInTargetLos ("DodgeCheck", 0)
	AKA3 E 4 A_MonsterRefire (40, "SeeLoop")
	Loop
  Reload:
    AKA3 D 20 A_Playsound ("ASGOUT")
	TNT1 A 0 A_TakeInventory ("AA12ShotCounter", 20)
	AKA3 E 25 A_Playsound ("ASGIN")
	AKA3 D 9
	Goto SeeLoop
  Pain:
    AKA3 G 3
    AKA3 G 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    AKA3 H 7 A_Scream
    AKA3 I 7
    AKA3 J 7 A_NoBlocking
    AKA3 K 7
    AKA3 L 5
	AKA3 M 3 A_Playsound ("FallingBodyGear", CHAN_BODY)
	AKA3 N -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_NoBlocking
    PGIB B 3 A_XScream
	PGIB CD 5
    PGIB E -1
    Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	AKA3 NMLKJIH 5
   Goto See	
  Idle:
    AKA3 AA 4 A_Wander
    AKA3 A 0 A_Look
    AKA3 BB 4 A_Wander
    AKA3 A 0 A_Look
    AKA3 CC 4 A_Wander
    AKA3 A 0 A_Look
    AKA3 DD 4 A_Wander
    AKA3 A 0 A_Look
    loop
  }

}   


 Actor AA12Tracer 
{
Projectile
Damage (7)
+FORCEXYBILLBOARD
+DONTSPLASH
+BLOODSPLATTER
+DOHARMSPECIES 
+NOEXTREMEDEATH
radius 2
height 2
speed 20
renderstyle Add
alpha 0.9
scale .15
 States
     {
	  Spawn:
	    TRAC A 1 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true)
		Loop
	  Death:
	    TNT1 A 0 A_Playsound ("Bullet/Impact")
		TNT1 A 0 A_Jump (100, "D2")
		FX57 CDEFGHI 1 BRIGHT
		Stop
	  D2:
	    FX58 CDEFGHI 1 BRIGHT
		Stop
	  XDeath:
		TNT1 A 1
		Stop	
	 }
}


Actor AA12ShotCounter : Inventory
{
Inventory.Maxamount 20
}

	     