actor SMGBandit : GenericHumanScum 
{
  scale 1.0
  obituary "%o was fed MASLEENAS by masked SMGangster"
  health 47
  radius 15
  height 54
  mass 100
  speed 11
  Damage 1
  Species "IMP"
+DONTHARMSPECIES
  painchance 200
  SeeSound "Band/Alert"
  PainSound "Band/pain"
  DeathSound "Band/Death"
  ActiveSound "Band/Active"
  AttackSound "grunt/attack"
  Translation "112:127=96:111"
  Tag "UZI nine millimeter bandit"
  //+DROPOFF
  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 ("BydloWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
  Spawn2:
    NIN1 T 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUBand")
	 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")
	TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 50, "Reload")
    NIN1 AABBCCDD 3 A_Chase
    loop
  MissileCheck:
    TNT1 A 0 A_JumpIfInTargetLos ("DodgeChoice", 50, 0, 0, 0)
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 50, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 750)
	Goto SeeLoop
  DodgeChoice:
    TNT1 A 0 A_Jump (190, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF", "DodgeRightB")
	Goto DodgeLeftB
    CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 50, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    NIN1 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		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))
	    NIN1 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		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))
	    NIN1 AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck2")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    NIN1 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		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)) 
	    NIN1 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		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)) 
	    NIN1 AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck2")
		Goto SeeLoop+1			
   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 A_TakeInventory ("AccuracyCounter", 15)
    TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 50, "Reload")
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 800) 
    NIN1 EF 6 A_FaceTarget
  MissileLoop:
    NIN1 F 2 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 800)
	TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 50, "Reload")
	TNT1 A 0 A_PlaySound ("BSMGFR")
	TNT1 A 0 A_PlaySound ("SMGFF", 6, 0.5, 0)
	NIN1 G 1 BRIGHT A_CustomMissile ("SMGTracer",45,-3,random (-8,8))
	TNT1 A 0 A_GiveInventory ("SMGShotCounter", 1)
    NIN1 F 1 A_MonsterRefire (40, "SeeLoop")
	goto MissileLoop+1
  Accuracy:
    TNT1 A 0
    TNT1 A 0 A_JumpIfInventory ("AccuracyCounter", 15, "SeeLoop")
	TNT1 A 0 A_JumpIfInventory ("SMGShotCounter", 50, "Reload")
    NIN1 F 2 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BSMGFR")
	TNT1 A 0 A_PlaySound ("SMGFF", 6, 0.5, 0)
	NIN1 G 1 Bright A_CustomMissile ("SMGTracer",45,-3,random (-3,3))
	TNT1 A 0 A_JumpIfInventory ("AccuracyCounter", 15, "SeeLoop")
	TNT1 A 0 A_GiveInventory ("SMGShotCounter", 1)
	TNT1 A 0 A_GiveInventory ("AccuracyCounter", 1)
	//NIN1 F 1 A_MonsterRefire (40, "SeeLoop")
	Loop
  Reload:
    TNT1 A 0 A_JumpIfCloser (550, "Retreating")
    NIN1 F 16 A_PlaySound ("SMGOUT")
	TNT1 A 0 A_TakeInventory ("SMGShotCounter", 50)
	NIN1 E 42 A_PlaySound ("SMGIN")
	NIN1 F 10 A_PlaySound ("SMGCOCK")
	TNT1 A 0 A_JumpIfCloser (450, "MissileCheck2")	
	Goto SeeLoop
  MissileCheck2:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile")
	Goto SeeLoop
  Retreating:
    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true) 
    NIN1 ABCDABCDABCDABCDABCDABCDABCDABCD 2 A_Chase
	TNT1 A 0 A_CheckSight ("ReloadReady")	
 ReloadReady:
    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
	Goto ReloadBrave
 ReloadBrave:
    NIN1 F 16 A_PlaySound ("SMGOUT")
	TNT1 A 0 A_TakeInventory ("SMGShotCounter", 50)
	NIN1 E 42 A_PlaySound ("SMGIN")
	NIN1 F 10 A_PlaySound ("SMGCOCK")
	TNT1 A 0 A_JumpIfCloser (450, "MissileCheck2")	
	Goto SeeLoop	
  Pain:
    NIN1 H 3
    NIN1 H 3 A_Pain
    goto SeeLoop
  Death:
    NIN1 I 5 A_Scream
    NIN1 J 5
    NIN1 K 5 A_NoBlocking
    NIN1 L 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
	NIN1 M 2 
    NIN1 M -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    NIN1 U 5 A_XScream
    NIN1 V 5 
    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)
	NIN1 RQPON 5
   Goto See	
  Idle:
    NIN1 AA 4 A_Wander
    NIN1 A 0 A_Look
    NIN1 BB 4 A_Wander
    NIN1 A 0 A_Look
    NIN1 CC 4 A_Wander
    NIN1 A 0 A_Look
    NIN1 DD 4 A_Wander
    NIN1 A 0 A_Look
    loop
  }
}


Actor SMGTracer 
{
Projectile
Damage (3)
+FORCEXYBILLBOARD
+DONTSPLASH
+SKYEXPLODE
+BLOODSPLATTER  
+NOEXTREMEDEATH
radius 2
height 2
speed 20
renderstyle Add
alpha 0.9
scale .15
 States
     {
	  Spawn:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("PotentialProjectileHider", 0,0,0)
	  Spawn2:
	    TRAC A 1 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true, 2.0)
		Loop
	  Crash:	
	  Death:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ProjectileIsDead", 0,0,0)
	    TNT1 A 0 A_Playsound ("Bullet/Impact")
		TNT1 A 0 A_Jump (100, "D2")
		FX57 CDEFGHI 1 BRIGHT
		Stop
	  D2:
	    FX58 CDEFGHI 1 BRIGHT
		Stop
	  XDeath:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ProjectileIsDead", 0,0,0)
		TNT1 A 1
		Stop		
	 }
}


Actor SMGBanditTracer : SMGTracer
   {
    Species "IMP"
+DONTHARMSPECIES
   } 

Actor SMGShotCounter : Inventory
{
Inventory.maxamount 500 
}


Actor AccuracyCounter : Inventory
{
Inventory.MaxAmount 500
}


	ACTOR SMGBanditSpawner : RandomSpawner 
		{
		 DropItem SMGBandit
		 DropItem SMGBanditbrown
		}

actor SMGBanditbrown : SMGBandit  
{
Translation "112:127=64:79" 
  health 45
}