      Actor TerQuadShotgun : GenericHumanScum        
	  {
 	  
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 7
  DropItem "Quad Shotgun", 255
	  
  Health 225
  Radius 20
  Height 56
  Mass 100
  Speed 11
  PainChance 125
  Monster
  MinMissileChance 88
  +NODROPOFF
  +BOSSDEATH
  Translation "152:159=100:111", "128:143=96:111", "9:12=103:111",        "112:114=102:104", "115:115=3:3", "116:122=105:111", "123:126=5:8", "127:127=0:0",       "192:207=4:8"
  MaxDropOffHeight 69
  Species "MANCUCU"
  +DONTHARMSPECIES
  +FLOORCLIP
  SeeSound "Arab/See"
  PainSound "Arab/pain"
  DeathSound "Arab/death"
  ActiveSound "Arab/active"
  Tag "Quad Shotgun Terrorist"
  Obituary "%o's was swept away by the Quad Shotgunner's terro... oh, that's not on TV, power of faith and will for freedom."
  DropItem "Shotgun", 24
  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:
    TQST A 10 A_Look
    Loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUArab")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  KabeemCheck:
    TNT1 A 0 
    TNT1 A 0 A_JumpIfCloser (115, "Kabeem")
   Goto SeeLoop	
  Kabeem:	
    TQST G 30 A_PlaySound ("Arab/See")
	TNT1 A 0 A_CustomMissile ("AllaExplosion", 32, 0)
	TNT1 A 0 DamageThing (999)
   Goto XDeath	 
  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", 4, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    TQST AABBCCDD 3 A_Chase
	TNT1 A 0 A_JumpIfHealthLower (85, "KabeemCheck")
    Loop
  CheckReload:
    TNT1 A 0 A_Jump (185, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 4, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    TQST 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))
	    TQST 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))
	    TQST 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
	    TQST 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)) 
	    TQST 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)) 
	    TQST AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	Evade:
	   TNT1 A 0
	   TQST AABBCCDDAABBCCDDAABBCCDDAABBCCDD 2 A_Wander
	   TNT1 A 0 A_Jump (256, "DodgeLeft","DodgeRight", "DodgeLeftF","DodgeRightF", "DodgeLeftB","DodgeRightB")
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 30, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
    TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 4, "Reload")
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 500)
    TQST E 30 A_FaceTarget
	TNT1 A 0 A_PlaySound ("DSKSSFIR", 0)
	TNT1 A 0 A_PlaySound ("DSKSSFIR", 0)
	TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 34, 14, random (-6,6), CMF_OFFSETPITCH, random (-3,0))
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 34, 12, random (-6,6), CMF_OFFSETPITCH, random (-3,0))
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 35, 14, random (-6,6), CMF_OFFSETPITCH, random (0,6))
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 35, 12, random (-6,6), CMF_OFFSETPITCH, random (0,6)) 
	TQST F 4 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 4)
   Goto Reload
 CloseQuarters:
       TNT1 A 0 A_FaceTarget
		TQST AABB 2 A_Recoil (1)
		TQST B 1 A_FaceTarget 
		TQST CCDD 2 A_Recoil (1)
		TQST D 1 A_FaceTarget
		TQST AABB 2 A_Recoil (1)
		TQST B 1 A_FaceTarget
		TQST CCDD 2 A_Recoil (1)
		TNT1 A 0 A_FaceTarget
		TQST E 30 A_FaceTarget
		TNT1 A 0 A_PlaySound ("DSKSSFIR", 0)
		TNT1 A 0 A_PlaySound ("DSKSSFIR", 0)
		TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
		TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 34, 14, random (-8,8), CMF_OFFSETPITCH, random (-3,0))
		TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 34, 12, random (-8,8), CMF_OFFSETPITCH, random (-3,0))
		TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 35, 14, random (-8,8), CMF_OFFSETPITCH, random (0,6))
		TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 35, 12, random (-8,8), CMF_OFFSETPITCH, random (0,6)) 
		TQST F 4 BRIGHT A_FaceTarget
		TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 4)
	   Goto Reload
  LongRange:
     TQST E 45 A_FaceTarget
	 TNT1 A 0 A_PlaySound ("DSKSSFIR", 0)
	 TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	 TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 34, 14, random (-4,4), CMF_OFFSETPITCH, random (-1,1))
	 TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 34, 12, random (-4,4), CMF_OFFSETPITCH, random (-1,1))
	 TQST F 4 BRIGHT A_FaceTarget
	 TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 2)
	 TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 4, "Reload")
	 TQST E 20 A_FaceTarget
	 TNT1 A 0 A_PlaySound ("DSKSSFIR", 0)
	 TNT1 A 0 A_PlaySound ("DBSHOFRF", 6, 0.5, 0)
	 TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 34, 14, random (-4,4), CMF_OFFSETPITCH, random (-1,1))
	 TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 34, 12, random (-4,4), CMF_OFFSETPITCH, random (-1,1))
	 TQST F 4 BRIGHT A_FaceTarget
	 TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 2)
	 TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 4, "Reload")
	 TQST E 5 A_FaceTarget
	Goto Reload  
  Reload:
    TQST E 15 A_PlaySound ("TOZOPN")
	TQST D 45 A_PlaySound ("TOZIN")
	TQST E 45 A_PlaySound ("TOZIN")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 4)
	TQST D 27 A_PlaySound ("TOZCLOS")
	Goto SeeLoop
  Pain:
    TQST G 3
    TQST G 3 A_Pain
    Goto SeeLoop
  Death:
    TQST H 5
    TQST J 5 A_Scream
    TQST K 5 A_NoBlocking
    TQST L 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    TQST M -1
    Stop
  XDeath:
    TQST O 4
    TQST X 1 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	PGIB C 5 A_XScream
	PGIB D 5 A_NoBlocking
	PGIB E -1
	Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TQST M 5
    TQST LKJIH 5
    Goto See
     }

}



	