Actor CartelPistolGoon : GenericHumanScum  
{
Monster
Health 54
Radius 20
Height 56
Speed 11
PainChance 140
Monster
Species "IMP"
+DONTHARMSPECIES
seesound "Cartel/See"
attacksound "weapons/pistol"
painsound "GTS/Pain"
deathsound "GTS/Death"
activesound "Cartel/Active"
Translation "112:127=3:8", "192:207=9:12"
Tag "Cartel Pistol Goon"
scale 1.0
Obituary "%o got out of narcocartel's way because of cartel goon with a pistol"
//+DROPOFF
  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(-0.08, 0.08), scaleY+frandom(-0.08,0.08)) 
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
	TNT1 A 0 A_SpawnItemEx ("CartelWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
  Spawn2:	
	EI1A T 10 A_Look
	loop
   STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUCartel")
	 Goto Spawn+2
   VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
	See:
	 "####" A random(1,4) 
	 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_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	 EI1A AABB 2 A_Chase
	 EI1A CCDD 2 A_Chase  
	Loop
   MissileCheck:
    TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
    TNT1 A 0 A_Jump (125, "PipeBombCheck") 
	TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  DodgeChoice:
    TNT1 A 0 A_Jump (190, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF", "DodgeRightB")
	Goto MissileCheck+1	
  CheckReload:
    TNT1 A 0 A_Jump (170, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 12, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    EI1A AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		TNT1 A 0 A_Jump (50, "DodgeRight")
		Goto SeeLoop+2
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    EI1A AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		Goto SeeLoop+2
    DodgeLeftB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (3,8))
	    EI1A AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		Goto SeeLoop+2
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    EI1A AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+2
	DodgeRightF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (-8,-3)) 
	    EI1A AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+2
	DodgeRightB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (3,8)) 
	    EI1A AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+2		
 Retreat:
    TNT1 A 0 A_Changeflag ("FRIGHTENED", 1)
	TNT1 A 0 A_Changeflag ("MissileMore", 1)
	TNT1 A 0 A_Changeflag ("MissileEvenMore", 1)
	Goto SeeLoop+1	
 Missile:
    TNT1 A 0
	TNT1 A 0 A_TakeInventory ("ShotCounter", 4)
	TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1) 
    TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 12, "Reload")
	EI1A EF 10 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("RapidFire", 0, JLOSF_DEADNOJUMP, 399)
	TNT1 A 0 A_JumpIfTargetInLOS ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 1000, 850)
	TNT1 A 0 A_PlaySound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	EI1A G 3 BRIGHT A_CustomMissile ("CMBTracer",45,0)
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	EI1A F 6 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 12, "Reload")
	TNT1 A 0 A_PlaySound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	EI1A G 3 BRIGHT A_CustomMissile ("CMBTracer",45,0,random (-1,1))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	EI1A F 4 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 12, "Reload")
	TNT1 A 0 A_PlaySound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	EI1A G 3 BRIGHT A_CustomMissile ("CMBTracer",45,0,random (-2,2))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	goto SeeLoop
 RapidFire:
    EI1A F 4 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 4, "RapidFireEvade")
    TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 12, "Reload")
	TNT1 A 0 A_PlaySound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
    EI1A G 3 Bright A_CustomMissile ("CMBTracer",45,0,random (-3,3))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	Loop
 RapidFireEvade:
    TNT1 A 0
	TNT1 A 0 A_TakeInventory ("ShotCounter", 4)
    EI1A F 4 A_FaceTarget
    TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 12, "Reload")
	TNT1 A 0 A_PlaySound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
    EI1A G 3 Bright A_CustomMissile ("CMBTracer",45,0,random (-3,3))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInTargetLos ("DodgeChoice", 1, JLOSF_DEADNOJUMP, 650, 0)
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	Loop
 Accuracy:
    EI1A F 14 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 6, "AccuracyEvade")
	TNT1 A 0 A_PlaySound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	EI1A G 4 Bright A_CustomMissile ("CMBTracer",45, 0)
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 12, "Reload")
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)   
	TNT1 A 0 A_SpidRefire 
	Loop
  AccuracyEvade:
     TNT1 A 0
	TNT1 A 0 A_TakeInventory ("ShotCounter", 4)
    EI1A F 14 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BPFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	EI1A G 4 Bright A_CustomMissile ("CMBTracer",45, 0, random (-1,1))
	TNT1 A 0 A_GiveInventory ("PistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 12, "Reload")
	TNT1 A 0 A_JumpIfInTargetLos ("SeeLoop", 0, JLOSF_DEADNOJUMP, 1100, 850) 
	TNT1 A 0 A_SpidRefire 
	Loop
  PipeBombCheck:
	TNT1 A 0
    TNT1 A 0 A_JumpIfTargetInLos ("PipeBomb", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 675, 400)
	Goto MissileCheck+2
  PipeBomb:
    EI1A DE 9 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	EI1A F 3 A_CustomMissile ("PipeBomb", 42, 0, random (-4,4), CMF_OFFSETPITCH, random (14, 19))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 2)
	Goto SeeLoop	
 Reload:
    TNT1 A 0 A_JumpIfInTargetLos ("Retreating", 0, JLOSF_CLOSENOJUMP, 0, 900)
    EI1A F 15 A_PlaySound ("GlokRel1")
	TNT1 A 0 A_TakeInventory ("PistolShotCounter", 12)
	EI1A E 26 A_PlaySound ("GlokRel2")
	EI1A F 14 A_PlaySound ("GlokRel3")
	TNT1 A 0 A_JumpIfCloser (350, "RapidFireCheck")
	Goto SeeLoop
 RapidFireCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("RapidFire")
	Goto SeeLoop
 Retreating:
    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true) 
    EI1A AABBCCDDAABBCCDDAABBCCDD 2 A_Chase
	TNT1 A 0 A_CheckSight ("ReloadReady")
	Loop
 ReloadReady:
    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
	Goto Reload
 MissileCheck2:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile")
	Goto SeeLoop
 Pain:
	EI1A H 3
	EI1A H 3 A_Pain
	Goto SeeLoop
 Death:
	EI1A H 3
	EI1A I 5 A_Scream
	EI1A J 5 A_NoBlocking
	EI1A K 5
	EI1A L 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
	EI1A M -1
	Stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	EI1A MLKJIH 5
   Goto See
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    EI1A U 5
    EI1A V 5 A_XScream
    PGIB A 5 A_NoBlocking
    PGIB BCD 5
    PGIB E -1
    Stop	
    }
}	

 


	ACTOR CartelPistolGoonSpawner : RandomSpawner 
		{
		 DropItem CartelPistolGoon
		 DropItem CartelPistolGoonBlack
		 DropItem CartelPistolGoonNavyBrown
		 DropItem CartelPistolGoonHakiGrey
		 DropItem CartelPistolGoonBlackGrey
		 DropItem CartelPistolGoonBlackGreen
		}


actor CartelPistolGoonBlack : CartelPistolGoon 
{
Translation "112:127=3:8", "192:207=3:8"
}

actor CartelPistolGoonNavyBrown : CartelPistolGoon 
{
Translation "112:127=240:247", "192:207=64:79"
}

actor CartelPistolGoonHakiGrey: CartelPistolGoon 
{
Translation "112:127=6:12", "192:207=96:111"
}

actor CartelPistolGoonBlackGrey: CartelPistolGoon 
{
Translation "112:127=3:8", "192:207=96:111"
}

actor CartelPistolGoonBlackGreen : CartelPistolGoon 
{
Translation "112:127=3:8", "192:207=119:127"
}
	