   Actor BlackGlassesSMG : GenericHumanScum
        {
  scale 1.0
  obituary "%o was neutralised by Heavy SMG Guard"
  health 175
  radius 15
  height 54
  mass 100
  speed 10
  Species "KNIGHT"
 +DONTHARMSPECIES
  painchance 200
  SeeSound "StMerc/See"
  PainSound "StMerc/pain"
  DeathSound "StMerc/Death"
  ActiveSound "StMerc/Active"
  dropitem "Clip", 20
  Tag "SMG Armored Guard"
  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 ("HumanTrails", 0, 0, 0)
  Spawn2:	
    DPS2 E 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUStMerc")
	 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 ("HSMGShotCounter", 60, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    DPS2 AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("HSMGShotCounter", 60, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    DPS2 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))
	    DPS2 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))
	    DPS2 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
	    DPS2 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)) 
	    DPS2 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)) 
	    DPS2 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", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
    DPS2 E 7 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("RapidFire", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1500)
  MissileLoop:
    TNT1 A 0 A_PlaySound ("L4D1SMGF")
	TNT1 A 0 A_PlaySound ("HESMGFF", 6, 0.5, 0)
	DPS2 F 2 BRIGHT A_CustomMissile ("HSMGTracer",32, 10,random (-4,4))
	TNT1 A 0 A_GiveInventory ("HSMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HSMGShotCounter", 60, "Reload")
	//TNT1 A 0 A_JumpIfInTargetLos ("DodgeCheck")
    DPS2 E 1 A_MonsterRefire (40, "SeeLoop")
	goto MissileLoop
  Rapidfire:
    DPS2 E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("L4D1SMGF")
	TNT1 A 0 A_PlaySound ("HESMGFF", 6, 0.5, 0)
	DPS2 F 1 BRIGHT A_CustomMissile ("HSMGTracer",32, 10, random (-8,8))
	TNT1 A 0 A_GiveInventory ("HSMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HSMGShotCounter", 60, "Reload")
	DPS2 E 1 A_MonsterRefire (40, "SeeLoop")
   Loop
  Reload:
    DPS2 D 22 A_Playsound ("HSMGRLD")
	TNT1 A 0 A_TakeInventory ("HSMGShotCounter", 60)
	DPS2 E 33
	DPS2 D 14
	Goto SeeLoop
  Pain:
    DPS2 G 3
    DPS2 G 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    DPS2 H 5 A_Scream
    DPS2 I 5
    DPS2 J 5 A_NoBlocking
    DPS2 K 5
    DPS2 L -1
    stop
  Death.WEAK:
    DPS2 O 5
    DPS2 P 5 A_PlaySound("Baddy/pain")
    DPS2 Q 5 A_NoBlocking
    DPS2 R 5
    DPS2 S -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    DPS2 U 5
    DPS2 V 5 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)
 	DPS2 LKJIH 5
   Goto See	
  Idle:
    DPS2 AA 4 A_Wander
    DPS2 A 0 A_Look
    DPS2 BB 4 A_Wander
    DPS2 A 0 A_Look
    DPS2 CC 4 A_Wander
    DPS2 A 0 A_Look
    DPS2 DD 4 A_Wander
    DPS2 A 0 A_Look
    loop
    }
  
 }
 
 
 
 Actor HSMGTracer 
{
Projectile
Damage (5)
+FORCEXYBILLBOARD
+DONTSPLASH
+SKYEXPLODE
+BLOODSPLATTER  
+NOEXTREMEDEATH
radius 2
height 2
speed 20
renderstyle Add
alpha 0.9
scale .15
 States
     {
	  Spawn:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("PotentialProjectileHider", 0,0,0)
	  Spawn2:
	    TRAC A 1 Bright
		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 BRIGHT
		Stop
	  D2:
	    FX58 CDEFGHI 1 BRIGHT
		Stop
	  XDeath:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ProjectileIsDead", 0,0,0)
		TNT1 A 1
		Stop	
	 }
}

Actor HSMGShotCounter : Inventory
{
Inventory.maxamount 60 
}