   Actor HeavySMGWarrior  : GenericHumanScum 
        {
  scale 1.0
  obituary "%o was murdered by the heavy smg warrior"
  health 260
  radius 15
  height 54
  mass 100
  speed 10
  Species "KNIGHT"
 +DONTHARMSPECIES
  painchance 150
  SeeSound "HeavyWarrior/See"
  PainSound "HeavyWarrior/pain"
  DeathSound "Armored/Death"
  ActiveSound "HeavyWarrior/Active"
  Tag "Heavy SMG Warrior"
  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:	
    ZSM2 A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUHeavyWarrior")
	 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")
    ZSM2 AABBCCDD 3 A_Chase
	TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
    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
	    ZSM2 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))
	    ZSM2 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))
	    ZSM2 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
	    ZSM2 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)) 
	    ZSM2 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)) 
	    ZSM2 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 (169, "GranataCheck")
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
    ZSM2 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)
	ZSM2 F 2 BRIGHT A_CustomMissile ("HSMGTracer",32, 10,random (-1,1))
	TNT1 A 0 A_GiveInventory ("HSMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HSMGShotCounter", 60, "Reload")
	//TNT1 A 0 A_JumpIfInTargetLos ("DodgeCheck")
    ZSM2 E 1 A_MonsterRefire (40, "SeeLoop")
	TNT1 A 0 A_Jump (15, "SeeLoop")
	goto MissileLoop
  Rapidfire:
    ZSM2 E 1 A_FaceTarget
	TNT1 A 0 A_PlaySound ("L4D1SMGF")
	TNT1 A 0 A_PlaySound ("HESMGFF", 6, 0.5, 0)
	ZSM2 F 1 BRIGHT A_CustomMissile ("HSMGTracer",32, 10, random (-3,3))
	TNT1 A 0 A_GiveInventory ("HSMGShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("HSMGShotCounter", 60, "Reload")
	ZSM2 E 1 A_MonsterRefire (40, "SeeLoop")
   Loop
   GranataCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Granata", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 300)
	Goto MissileCheck+2
  Granata:
    //TNT1 A 0 A_Print ("Granata")
    ZSG2 A 8 A_FaceTarget
	ZSG2 BC 2
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile ("GreenHandGrenade", 46, 0, random (-3,2), CMF_OFFSETPITCH, random (12, 16))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 1)
	Goto SeeLoop		
  Reload:
    ZSM2 D 16 A_PlaySound ("HSMGRLD")
	TNT1 A 0 A_TakeInventory ("HSMGShotCounter", 60)
	ZSM2 E 27
	ZSM2 D 12
	Goto SeeLoop
  Pain:
    ZSM2 G 3
    ZSM2 G 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    ZSM2 I 3 A_Scream
    ZSM2 J 5
    ZSM2 K 5 A_NoBlocking
    ZSM2 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
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	ZSM2 LKJI 5
   Goto See	
  Idle:
    ZSM2 AA 4 A_Wander
    ZSM2 A 0 A_Look
    ZSM2 BB 4 A_Wander
    ZSM2 A 0 A_Look
    ZSM2 CC 4 A_Wander
    ZSM2 A 0 A_Look
    ZSM2 DD 4 A_Wander
    ZSM2 A 0 A_Look
    loop
    }
  
 }
 
 


