   actor CartelRevolver : GenericHumanScum 
{
  scale 1.0
  obituary "%o was executed by the Dirty Dias"
  health 66
  radius 15
  height 54
    Species "IMP"
  +DONTHARMSPECIES
  Species "Bydlo"
  mass 100
  speed 10
  Damage 1
  painchance 165
  SeeSound "Cartel/see"
  PainSound "GTS/pain"
  DeathSound "GTS/Death"
  ActiveSound "Cartel/active" 
  dropitem "Clip", 5
  Tag "Sicario Revolver"
  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:	
    SCV1 C 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 (30, "MissileCheck")
SeeLoop:
    TNT1 A 0 A_JumpIfCloser (450, "CheckDodge")
	TNT1 A 0 A_Jump (100, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    SCV1 AABBCCDD 3 A_Chase
	TNT1 A 0 A_CheckSight ("CheckReload")
    loop
CheckReload:
    TNT1 A 0 A_Jump (50, "CheckReload2")
 	Goto SeeLoop
CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("RevolverShotCounter", 6, "Reload")
	Goto SeeLoop
CheckDodge:
    TNT1 A 0 A_Jump (221, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	Goto SeeLoop+1
    DodgeLeft:
	    TNT1 A 0 A_FaceTarget
	    SCV1 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (20, "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))
	    SCV1 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (20, "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))
	    SCV1 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (20, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    SCV1 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "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)) 
	    SCV1 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "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)) 
	    SCV1 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+1
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile")
    Goto SeeLoop+1
  Missile:
    TNT1 A 0 A_JumpIfInventory ("RevolverShotCounter", 6, "Reload")
    SCV1 E 7 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLOS ("FullDrum", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 600)
	TNT1 A 0 A_Playsound ("REVFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	SCV1 F 3 BRIGHT A_CustomMissile ("RevolverTracer",45,0,0)
	TNT1 A 0 A_GiveInventory ("RevolverShotCounter", 1)
    SCV1 E 7 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("RevolverShotCounter", 6, "Reload")
	TNT1 A 0 A_Playsound ("REVFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	SCV1 F 3 BRIGHT A_CustomMissile ("RevolverTracer",45,0,random (-1,1))
	TNT1 A 0 A_GiveInventory ("RevolverShotCounter", 1)
    goto SeeLoop
  FullDrum:
    SCV1 E 10 A_FaceTarget
    TNT1 A 0 A_JumpIfInventory ("RevolverShotCounter", 6, "Reload")
	TNT1 A 0 A_Playsound ("REVFIR")
	TNT1 A 0 A_PlaySound ("BPFIRF", 6, 0.5, 0)
	SCV1 F 2 BRIGHT A_CustomMissile ("RevolverTracer",45,0,random (-3,3))
	TNT1 A 0 A_GiveInventory ("RevolverShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("RevolverShotCounter", 6, "Reload")
   Loop
  Reload:
	SCV1 E 25 A_PlaySound ("REVOUT")
	TNT1 A 0 A_TakeInventory ("RevolverShotCounter", 6)
	SCV1 D 15 A_PlaySound ("REVLOAD")
	SCV1 E 14 A_PlaySound ("REVIN")
	Goto SeeLoop
  Pain:
    SCV1 G 3
    SCV1 G 3 A_Pain
    goto SeeLoop
  Death:
	//TNT1 A 0 A_Jump(40, "Suren")
    SCV1 HIJK 3
    SCV1 L 4 A_Scream
	TNT1 A 0 A_Playsound ("FallingBodyLight", CHAN_BODY)
    SCV1 M 4 A_NoBlocking
    SCV1 N -1
    stop
  XDeath:
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0
    TNT1 A 0 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)
	SCV1 NMLKJIH 5
   Goto See	
  Suren:
    GOS1 A 5 A_PlaySound("Baddy/Surren")
    GOS1 B 5
    GOS1 C 5 A_NoBlocking
    GOS1 C 5 A_SpawnItem("Goon1wimp",0,0)
    stop
  Idle:
    SCV1 AA 4 A_Wander
    SCV1 A 0 A_Look
    SCV1 BB 4 A_Wander
    SCV1 A 0 A_Look
    SCV1 CC 4 A_Wander
    SCV1 A 0 A_Look
    SCV1 DD 4 A_Wander
    SCV1 A 0 A_Look
    loop
  }
}


	