 Actor AlaSniper : GenericHumanScum 
     {
 
  
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
  
  DropItem "WeaponUpgradeBox" 20	
	 
	  scale 1.0
  obituary "%o was surprised by the AlaSniper and then saw a lot of virginesses"
  health 155
  radius 15
  height 54
  mass 100
  Translation "189:189=0:0", "152:159=128:143", "144:151=144:151"
  speed 14
  Damage 2
  Species "Reva"
+DONTHARMSPECIES
  painchance 150
  SeeSound "Arab/See"
  PainSound "Arab/pain"
  DeathSound "Arab/Death"
  ActiveSound "Arab/Active"
  dropitem "Clip", 20
  Tag "Moderate Opposition Sniper"
  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 ("AlaWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
  Spawn2:
    PU11 E 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:	
    PU11 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 (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	TNT1 A 0 A_Jump (180, "MissileCheck")
  SeeLoop:
    TNT1 A 0 A_CheckSight ("CheckReload")
	TNT1 A 0 A_JumpIfCloser (600, "Retreat")
    TNT1 A 0 A_JumpIfInventory ("CSniperShotCounter", 10, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    PU11 AABBCCDD 3 A_Chase
    loop
  Retreat:
    TNT1 A 0 A_ChangeFlag ("Frightened", true)
    PU11 AABBCCDDAABBCCDDAABBCCDDAABBCCDD 2 A_Chase
	TNT1 A 0 A_ChangeFlag ("Frightened", false)
	Goto SeeLoop+2
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("CSniperShotCounter", 10, "Reload")
	Goto SeeLoop+1
  DodgeCheck:
    TNT1 A 0 A_Jump (255, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	Goto MissileCheck	
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    PU11 AABBCCDD 2 ThrustThing(angle*256/360+192, 2, 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))
	    PU11 AABBCCDD 2 ThrustThing(angle*256/360+192, 2, 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))
	    PU11 AABBCCDD 2 ThrustThing(angle*256/360+192, 2, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    PU11 AABBCCDD 2 ThrustThing(angle*256/360+64, 2, 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)) 
	    PU11 AABBCCDD 2 ThrustThing(angle*256/360+64, 2, 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)) 
	    PU11 AABBCCDD 2 ThrustThing(angle*256/360+64, 2, 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:
    //TNT1 A 0 A_JumpIfCloser (400, "PanicFire")
    PU11 E 35 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("CSniperShotCounter", 10, "Reload")
	TNT1 A 0 A_Playsound ("PA2SSGF3")
	TNT1 A 0 A_PlaySound ("PA2SSGFF", 6, 0.5, 0)
	TNT1 A 0 A_FaceTarget
	PU11 F 3 Bright A_CustomMissile ("CSniperTracer", 48, 0)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory ("CSniperShotCounter", 1)
	Goto SeeLoop
  PanicFire:
    TNT1 A 0 A_JumpIfInventory ("CSniperShotCounter", 10, "Reload")
    PU11 E 35 A_FaceTarget
	TNT1 A 0 A_Playsound ("PA2SSGF3")
	TNT1 A 0 A_PlaySound ("PA2SSGFF", 6, 0.5, 0)
	PU11 F 2 A_CustomMissile ("CSniperTracer", 48, 0, random (-5,5))
	TNT1 A 0 A_GiveInventory ("CSniperShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("CSniperShotCounter", 10, "Reload")
	PU11 E 12 A_FaceTarget
	TNT1 A 0 A_Playsound ("PA2SSGF3")
	TNT1 A 0 A_PlaySound ("PA2SSGFF", 6, 0.5, 0)
	PU11 F 3 A_CustomMissile ("CSniperTracer", 48, 0, random (-5,5))
	TNT1 A 0 A_GiveInventory ("CSniperShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("CSniperShotCounter", 10, "Reload")
	Goto Retreat
  Reload:
    PU11 D 15 A_Playsound ("SNMAGOUT")
	TNT1 A 0 A_TakeInventory ("CSniperShotCounter", 10)
	PU11 E 42 A_Playsound ("SNMAGIN")
	PU11 D 14
	Goto SeeLoop
  Pain:
    PU11 G 3
    PU11 G 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    PU11 H 5 A_Scream
    PU11 I 5
    PU11 J 5 A_NoBlocking
    PU11 K 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    PU11 L -1
    stop
  Death.WEAK:
    PU11 O 5
    PU11 P 5 A_PlaySound("Baddy/pain")
    PU11 Q 5 A_NoBlocking
    PU11 R 5
    PU11 S -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    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)
	 PU11 LKJIH 5
	Goto See    
  //Suren:
    RSS1 A 5 A_PlaySound("Baddy/Surren")
    RSS1 B 5 
    RSS1 C 5 A_NoBlocking
    RSS1 C 5 A_SpawnItem("Russ1wimp",0,0)
    stop
  Idle:
    PU11 AA 4 A_Wander
    PU11 A 0 A_Look
    PU11 BB 4 A_Wander
    PU11 A 0 A_Look
    PU11 CC 4 A_Wander
    PU11 A 0 A_Look
    PU11 DD 4 A_Wander
    PU11 A 0 A_Look
    loop
  } 
	 
 }
 
 
 
Actor CSniperTracer 
{
Projectile
Damage (30)
+FORCEXYBILLBOARD
+DONTSPLASH
+BLOODSPLATTER
+DOHARMSPECIES 
+NOEXTREMEDEATH
radius 2
height 2
speed 40
renderstyle Add
alpha 0.9
scale .15
 States
     {
	  Spawn:
	    TRAC A 1 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true)
		Loop
	  Death:
	    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 1
		Stop	
	 }
}


Actor CSniperShotCounter : Inventory
{
Inventory.Maxamount 10
}
 
 