   Actor TacticoolNazi : GenericHumanScum 
       {
  scale 1.0
  obituary "%o was oversmarted by the superior mind of the tacticool nazi"
  health 288
  radius 15
  height 54
  mass 100
  speed 10
  Species "KNECHT"
  +DONTHARMSPECIES
  painchance 140
  SeeSound "TacticoolNazi/See"
  PainSound "TacticoolNazi/pain"
  DeathSound "NNazi1/Death"
  ActiveSound "TacticoolNazi/Active"
  Tag "Tacticool Nazi Trooper"
  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, 150)
  Spawn2:	
    NRFT C 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUTacticoolNazi")
	 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 ("AKShotCounter", 30, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    NRFT AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    NRFT 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))
	    NRFT 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))
	    NRFT 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
	    NRFT 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)) 
	    NRFT 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)) 
	    NRFT 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 (188, "GranataCheck")
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
    NRFT E 9 A_FaceTarget
	TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
	TNT1 A 0 A_JumpIfTargetInLos ("MasterKey", 0, JLOSF_DEADNOJUMP, 420, 0)
	TNT1 A 0 A_JumpIfTargetInLos ("GutenSchuss", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 850)
  MissileLoop:
    TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	NRFT F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-2,2))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	TNT1 A 0 A_Jump (35, "SeeLoop")
    NRFT E 1 A_MonsterRefire (40, "SeeLoop")
	Loop
  MasterKey:
	TNT1 A 0
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 5, "ReloadShotty")
	NRFT E 4 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 9, random (-15,15), CMF_OFFSETPITCH, random (-2,2))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    NRFT F 4 Bright A_FaceTarget 
	Goto SeeLoop
  GutenSchuss:
	NRFT E 12 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	NRFT F 2 BRIGHT A_CustomMissile ("AKTracer",32,9)
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	NRFT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	NRFT F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (-2,0))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	NRFT E 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("USZRFL")
	TNT1 A 0 A_PlaySound ("AR155FF", 6, 0.5, 0)
	NRFT F 2 BRIGHT A_CustomMissile ("AKTracer",32,9,random (0,2))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	TNT1 A 0 A_JumpIfInTargetLos ("SeeLoop", 5, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 869, 0)
    NRFT E 1 A_MonsterRefire (40, "SeeLoop")
	Loop
  GranataCheck:
	TNT1 A 0 
    TNT1 A 0 A_JumpIfTargetInLos ("Granata", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 300)
	Goto MissileCheck+2
  Granata:
	TNT1 A 0
	TNT1 A 0 A_PlaySound ("TacticoolNazi/Grenade", CHAN_VOICE)
    NRFT D 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)	
	NRFT E 8 A_CustomMissile ("GreenHandGrenade", 42, 0, random (-5,5), CMF_OFFSETPITCH, random (10, 15))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 2)
	Goto SeeLoop			
  Reload:
    NRFT D 25 A_PlaySound ("RIFOUT")
	TNT1 A 0 A_JumpIfTargetInLos ("ReloadShotty", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 420, 200)
	TNT1 A 0 A_JumpIfTargetInLos ("ReloadFull", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 850)
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 30)
	//TNT1 A 0 A_print ("Rifle")
	NRFT E 37 A_PlaySound ("RIFIN")
	NRFT D 15 A_PlaySound ("RIFREAD")
	Goto SeeLoop
  ReloadShotty:
	TNT1 A 0 A_PlaySound ("SHOTLOD")
	//TNT1 A 0 A_print ("Shotty")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 5)
	NRFT E 10 A_PlaySound ("SHOTLOD")
	NRFT D 8 A_PlaySound ("SHOTLOD")
	NRFT DE 6 A_PlaySound ("SHOTPUMP")
	Goto SeeLoop
  ReloadFull:
	TNT1 A 0 A_PlaySound ("RIFOUT")
	//TNT1 A 0 A_print ("Full")
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 30)
	NRFT E 15 A_PlaySound ("RIFIN")
	NRFT D 10 A_PlaySound ("SHOTLOD")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 5)
	NRFT E 10 A_PlaySound ("SHOTLOD")
	NRFT D 12 A_PlaySound ("SHOTLOD")
	TNT1 A 0 A_PlaySound ("SHOTPUMP")
	Goto SeeLoop
  Pain:
    NRFT H 3
    NRFT H 3 A_Pain
    goto SeeLoop
  Death:
	TNT1 A 0
	TNT1 A 0 A_RadiusGive ("UserisDed", 100, RGF_MISSILES)
  	//TNT1 A 0 A_Jump(20, "Suren")
    NRFT I 5 A_Scream
    NRFT J 5 A_NoBlocking
    NRFT K 5 
    NRFT L 5
    NRFT M -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)
	NRFT MLKJI 5
   Goto See	
  Idle:
    NRFT AA 4 A_Wander
    NRFT A 0 A_Look
    NRFT BB 4 A_Wander
    NRFT A 0 A_Look
    NRFT CC 4 A_Wander
    NRFT A 0 A_Look
    NRFT DD 4 A_Wander
    NRFT A 0 A_Look
    loop
  }
	   
	   
	   }
	   
	   
	Actor GreenVisorLight
		   {
			+NOINTERACTION
			+CLIENTSIDEONLY
			Projectile
			radius 0
			height 0
			speed 0
			Alpha 0.5
			RenderStyle Add
			Scale 0.12
              States
				 {
				  Spawn:
					 TNT1 A 0 	
					 TNT1 A 0 A_JumpIfInventory ("UserisDed", 1, "Death")  	
					 GRVL A 1 Bright A_Warp(AAPTR_TARGET, 3, 2, 49, 0, WARPF_NOCHECKPOSITION|WARPF_INTERPOLATE|WARPF_COPYINTERPOLATION)
					Loop
				  Death:
					 GRVL A 5 A_FadeOut (0.2)
					 Stop
				 }	
           }
		   
	Actor UserIsDed : Inventory
		{
		 	
		}