     actor NaziShotgunKnecht : 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's visage was too intolerable for Nazi Shotgun Knecht"
  health 235
  radius 15
  height 54
  mass 100
  speed 11
  Species "KNECHT"
  +DONTHARMSPECIES
  painchance 125
  SeeSound "SKIN7/see"
  PainSound "SKIN7/pain"
  DeathSound "SKIN7/Death"
  ActiveSound "SKIN7/Active" 
  Tag "Nazi Shotgun Knecht"
  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 A_SpawnItemEx ("SiegWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 50)
  Spawn2:
    SWOS C 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUSkin7")
	 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, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    SWOS AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("2ShotgunShotCounter", 2, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    SWOS 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))
	    SWOS 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))
	    SWOS 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
	    SWOS 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)) 
	    SWOS 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)) 
	    SWOS AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	MovingCloser:
 	    SWOS AABBCCDD 2 A_Chase ("", "")
		TNT1 A 0 A_JumpIfTargetInLos ("CloseEnuff", 0, 0, 700, 0)
	   Loop	
  CloseEnuff:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx ("NaziKnechtShield", 10, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)
    SWOS E 26 A_FaceTarget
	TNT1 A 0 A_PlaySound ("DSKSSFIR")
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 45, 9, random (-12,12))
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 45, 8, random (-12,12))
	TNT1 A 0 A_GiveInventory ("2ShotgunShotCounter", 2)
	SWOS F 6 BRIGHT A_FaceTarget 
    SWOS E 16 A_KillChildren
    goto Reload
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop		
  Missile:
    TNT1 A 0
	TNT1 A 0 A_JumpIfTargetInLos ("MovingCloser", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 700)
	TNT1 A 0 A_SpawnItemEx ("NaziKnechtShield", 10, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)
    SWOS E 26 A_FaceTarget
	TNT1 A 0 A_PlaySound ("DSKSSFIR")
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 45, 9, random (-12,12))
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 45, 8, random (-12,12))
	TNT1 A 0 A_GiveInventory ("2ShotgunShotCounter", 2)
	SWOS F 6 BRIGHT A_FaceTarget
    SWOS E 16 A_KillChildren
    goto Reload
  Shielded:
    SWOS G 5 A_SpawnItemEx ("NaziKnechtShield", 10, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION | SXF_SETMASTER)
	SWOS G 69 A_FaceTarget
	Goto SeeLoop
  Reload:
    SWOS E 10 A_PlaySound ("TOZOPN")
	SWOS G 25 A_PlaySound ("TOZIN")
	SWOS E 17 A_PlaySound ("TOZIN")
	TNT1 A 0 A_TakeInventory ("2ShotgunShotCounter", 2)
	SWOS G 14 A_PlaySound ("TOZCLOS")
	Goto SeeLoop	
  Pain:
    SWOS H 3
    SWOS H 3 A_Pain
	TNT1 A 0 A_Jump (88, "Shielded")
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(40, "Suren")
	TNT1 A 0 A_KillChildren
    SWOS I 5  A_Scream
    SWOS J 5
    SWOS K 5 A_NoBlocking
    SWOS L 5
    SWOS M 5
	SWOS N -1
    stop
   Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	SWOS NMLKJI 5
   Goto See	
  //Death.WEAK:
    SWOS N 5
    SWOS O 5 A_PlaySound("Baddy/pain")
    SWOS P 5 A_NoBlocking
    SWOS Q 5
    SWOS R -1
    stop
  XDeath:
    TNT1 A 0
	TNT1 A 0 A_KillChildren
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    SWOS OP 3
    SWOS Q 5 A_XScream
    SWOS RST 4 A_NoBlocking
    SWOS UV 4
    SWOS W -1
    Stop
  Idle:
    SWOS AA 4 A_Wander
    SWOS A 0 A_Look
    SWOS BB 4 A_Wander
    SWOS A 0 A_Look
    SWOS CC 4 A_Wander
    SWOS A 0 A_Look
    SWOS DD 4 A_Wander
    SWOS A 0 A_Look
    loop
  }
}




	Actor NaziKnechtShield
	   {
	    MONSTER
		-COUNTKILL
		+THRUACTORS
		Height 28
		Health 169
		Radius 20
		BloodType "MetalSurface"
		 States
			 {
			  Spawn:
				 TNT1 A 1 A_Warp (AAPTR_MASTER, 15, 0, 15)
				Loop
			   Death:
			     TNT1 A 1
				Stop   
			 }
	   }
  