     actor 700NEUSNDoubleBarrel : GenericHumanScum 
{

  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
 	   
	DropItem "HealthFlask" 40
	DropItem "ArmorCharge" 40
	DropItem "AmmoPack" 20
	DropItem "HandGrenadeAmmo" 50 1
	DropItem "MineAmmo" 25 1

  scale 1.0
  obituary "%o was hunted down by the USN militarist with 700 Nitro Express Double Barrel Shotgun"
  health 169
  radius 15
  height 54
  mass 100
  speed 11
    Species "Knight"
  +DOHARMSPECIES
  painchance 200
  SeeSound "USNMilitarist4/see"
  PainSound "USNMilitarist4/pain"
  DeathSound "Manhunt/Death"
  ActiveSound "USNMilitarist4/Active" 
  dropitem "Shotgun"
  Tag "Double Barrel Shotgun USN Militarist"
  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 
  Spawn2:
    DUSM A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUUSNMilitarist4")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  See:
   "####" A random(1,5)
	 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 ("2ShotgunShotCounter", 2, "RetreatReload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    DUSM AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (180, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("2ShotgunShotCounter", 2, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    DUSM 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))
	    DUSM 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))
	    DUSM 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
	    DUSM 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)) 
	    DUSM 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)) 
	    DUSM AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	RetreatReload:
    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", 1)
    DUSM AA 2 A_Wander
    TNT1 A 0 A_JumpIfCloser (480, 2)
    TNT1 A 0 A_Jump (24, "Reload")
    DUSM BB 2 A_Wander
    TNT1 A 0 A_JumpIfCloser (480, 2)
    TNT1 A 0 A_Jump (69, "Reload")
    DUSM CC 2 A_Wander
    TNT1 A 0 A_JumpIfCloser (480, 2)
    TNT1 A 0 A_Jump (129, "Reload")
    DUSM DD 2 A_Wander
    TNT1 A 0 A_JumpIfCloser (480, 2)
    TNT1 A 0 A_Jump (240, "Reload")
    TNT1 A 0 A_GiveInventory ("MovingCounter", 1)
	TNT1 A 0 A_JumpIfCloser (480, 2)
	TNT1 A 0 A_Jump (250, "Reload")
	TNT1 A 0 A_JumpIfInventory ("MovingCounter", 7, "Reload")
    Goto RetreatReload+1
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop		
  Missile:
    TNT1 A 0 A_ChangeFlag ("Frightened", false)
    DUSM E 20 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("700NitroExpress", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 650)
	TNT1 A 0 A_PlaySound ("DSKSSFIR")
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 AAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 9, random (-3,3))
	TNT1 AAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 8, random (-3,3))
	TNT1 A 0 A_GiveInventory ("2ShotgunShotCounter", 2)
	DUSM F 6 BRIGHT 
    DUSM FE 3
    goto RetreatReload
  700NitroExpress:
	DUSM E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("DSKSSFIR")
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("700NETracer", 32, 9, random (-2,0))
	TNT1 A 0 A_CustomMissile ("700NETracer", 32, 8, random (0,2))
	TNT1 A 0 A_GiveInventory ("2ShotgunShotCounter", 2)
	DUSM F 6 BRIGHT A_FaceTarget
    DUSM ABCDABCD 2 A_Recoil (random (1,2))
    goto RetreatReload
  Reload:
    TNT1 A 0 A_TakeInventory ("MovingCounter", 7) 
    DUSM E 25 A_PlaySound ("TOZOPN")
	DUSM D 19 A_PlaySound ("TOZIN")
	DUSM E 9 A_PlaySound ("TOZCLOS")
	TNT1 A 0 A_TakeInventory ("2ShotgunShotCounter", 2)
	DUSM D 7
	Goto SeeLoop	
  Pain:
    DUSM H 3
    DUSM H 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(40, "Suren")
    DUSM I 5  A_Scream
    DUSM J 5 A_NoBlocking
    DUSM K 5 
	DUSM L 5
	TNT1 A 0 A_Playsound ("FallingBodyGear", CHAN_BODY)
    DUSM M -1
    stop
  //Death.WEAK:
    DUSM N 5
    DUSM O 5 A_PlaySound("Baddy/pain")
    DUSM P 5 A_NoBlocking
    DUSM Q 5
    DUSM R -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    DUSM N 3 A_XScream
	DUSM O 4 A_NoBlocking
	DUSM P 4
    DUSM Q 2
    DUSM RS 1 
    DUSM TU 3
    DUSM V -1
    Stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	DUSM MLKJI 5
   Goto See 	
  Idle:
    DUSM AA 4 A_Wander
    DUSM A 0 A_Look
    DUSM BB 4 A_Wander
    DUSM A 0 A_Look
    DUSM CC 4 A_Wander
    DUSM A 0 A_Look
    DUSM DD 4 A_Wander
    DUSM A 0 A_Look
    loop
  }
}






 Actor 700NETracer  
   {
    Damage (15)
	Projectile
    +FORCEXYBILLBOARD
    +DONTSPLASH
	+SKYEXPLODE
    +BLOODSPLATTER 
     +NOEXTREMEDEATH
    radius 2
    height 2
   speed 20
   renderstyle Add
   alpha 1.0
   scale .38
 States
     {
	  Spawn:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("PotentialProjectileHider", 0,0,0)
	  Spawn2:	
	    TRAC A 1 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true)
		Loop
	  Crash:	
	  Death:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ProjectileIsDead", 0,0,0)
	    TNT1 A 0 A_Playsound ("Bullet/Impact")
		TNT1 A 0 A_Jump (100, "D2")
		FX57 CDEFGHI 1 A_Playsound ("Bullet/Impact")
		Stop
	  D2:
	    FX58 CDEFGHI 1 A_Playsound ("Bullet/Impact")
		Stop
	  XDeath:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ProjectileIsDead", 0,0,0)
		TNT1 A 1
		Stop	
	 }
   }

  