     actor QuadShotgunFreak : GenericHumanScum 
{

  //---------------------COMPLEX DOOM COMPATIBILITY---------------------------------
  
  DropItem "Quad Barrel Shotgun", 80

  scale 1.0
  obituary "%o was blasted away by the freak who was armed with hand-made quad shotgun"
  health 240
  radius 15
  height 54
  mass 100
  speed 10
    Species "Mancucu"
  +DONTHARMSPECIES
  +BOSSDEATH
  painchance 100
  SeeSound "MilBydlo/see"
  PainSound "MilBydlo/pain"
  DeathSound "MilBydlo/Death"
  ActiveSound "MilBydlo/Active" 
  Tag "Quad Shotgun Freak"
  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, 50)
  Spawn2:
    UCCO A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUMilBydlo")
	 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 ("ShotgunShotCounter", 8, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    UCCO AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 8, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    UCCO 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))
	    UCCO 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))
	    UCCO 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
	    UCCO 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)) 
	    UCCO 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)) 
	    UCCO 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_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop		
  Missile:
    UCCO E 10 A_FaceTarget
	UCCO E 12 A_FaceTarget
	TNT1 A 0 A_PlaySound ("DSKSSFIR")
	TNT1 A 0 A_PlaySound ("DSKSSFIR")
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 9, random (-12,12))
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 8, random (-12,12))
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 35, 9, random (-8,8))
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 35, 8, random (-8,8))
	TNT1 A 0 A_GiveInventory ("2ShotgunShotCounter", 2)
	UCCO F 4 BRIGHT A_FaceTarget
	TNT1 A 0 ThrustThingZ (0, 10, 0, 0)
	TNT1 A 0 A_Recoil ( random (10,18))
    UCCO ABCD 3 
    goto Reload
  Reload:
    UCCO E 15 A_PlaySound ("TOZOPN")
	UCCO D 45 A_PlaySound ("TOZIN")
	UCCO E 45 A_PlaySound ("TOZIN")
	TNT1 A 0 A_TakeInventory ("2ShotgunShotCounter", 2)
	UCCO D 27 A_PlaySound ("TOZCLOS")
	Goto SeeLoop	
  Pain:
    UCCO G 3
    UCCO G 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(40, "Suren")
    UCCO H 5  A_Scream
    UCCO I 5
    UCCO J 5 A_NoBlocking
    UCCO K 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    UCCO LM 5
	UCCO N -1
    stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	UCCO NMLKJIH 5
   Goto See	
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 5
    PGIB B 5 A_XScream
    PGIB C 5 A_NoBlocking
    PGIB D 5
    PGIB E -1
    Stop
  //Suren:
    MOS1 A 5 A_PlaySound("Baddy/Surren")
    MOS1 B 5 
    MOS1 C 5 A_NoBlocking
    MOS1 C 5 A_SpawnItem("Mook1wimp",0,0)
    stop
  Idle:
    UCCO AA 4 A_Wander
    UCCO A 0 A_Look
    UCCO BB 4 A_Wander
    UCCO A 0 A_Look
    UCCO CC 4 A_Wander
    UCCO A 0 A_Look
    UCCO DD 4 A_Wander
    UCCO A 0 A_Look
    loop
  }
}


  