 Actor CamoMarksman : GenericHumanScum 
     {
	  scale 1.0
  obituary "%o was eliminated by the Camouflaged Marksman"
  health 250
  radius 15
  height 54
  mass 100
  Species "Reva"
+DONTHARMSPECIES
  Translation "112:127=120:127"
  speed 12
  painchance 135
  SeeSound "CamoMarksman/See"
  PainSound "USNMilitarist3/pain"
  DeathSound "Manhunt/Death"
  ActiveSound "CamoMarksman/Active"
  dropitem "ClipBox", 5
  Tag "Camouflaged Marksman"
  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)
  Spawn2:
    CAMS D 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUCamoMarksman")
	 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 (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_ChangeFlag ("Frightened", false)
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    CAMS AABBCCDD 3 A_Chase
	TNT1 A 0 A_JumpIfTargetInLos ("PullBack", 0, JLOSF_DEADNOJUMP, 475)
    loop	
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "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
	    CAMS 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))
	    CAMS 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))
	    CAMS 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
	    CAMS 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)) 
	    CAMS 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)) 
	    CAMS AABBCCDD 2 ThrustThing(angle*256/360+64, 2, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
  PullBack:
     TNT1 A 0 A_Jump (120, "PullBackLeft", "PullBackRight")
     CAMS AABBCCDD 2 A_Recoil (random (2, 5))
	 Goto MissileCheck
  PullBackLeft:
     TNT1 A 0 ThrustThing(angle*256/360+192, 2, 0, 0)
     CAMS AABBCCDD 2 A_Recoil (random (2, 5))
	 Goto MissileCheck
  PullBackRight:
     TNT1 A 0 ThrustThing(angle*256/360+64, 2, 0, 0)
     CAMS AABBCCDD 2 A_Recoil (random (2, 5))
	 Goto MissileCheck
  PullingBack:
     TNT1 A 0 A_ChangeFlag ("Frightened", true)
	 CAMS AABBCCDD 2 A_Chase
	 TNT1 A 0 A_JumpIfTargetInLos ("DefensiveMissile", 0, JLOSF_DEADNOJUMP, 340)
	 CAMS AABBCCDD 2 A_Chase
	 TNT1 A 0 A_CheckSight ("ABPullBack")
	 TNT1 A 0 A_GiveInventory ("MovingCounter", 1)
	 TNT1 A 0 A_JumpIfInventory ("MovingCounter", 15, "Engaging")
	Loop  
  AlphaBravo:
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
    CAMS E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	CAMS E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	CAMS E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	TNT1 A 0 A_Jump (1, "SeeLoop")
   Loop
  ABPullBack:
    TNT1 A 0 A_ChangeFlag ("Frightened", false)
	TNT1 A 0 A_TakeInventory ("MovingCounter", 15)
  ABPullBackLoop:	
    TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
    CAMS E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	CAMS E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	CAMS E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	TNT1 A 0 A_Jump (1, "SeeLoop")
   Loop
  Engaging:
    TNT1 A 0
    TNT1 A 0 A_TakeInventory ("MovingCounter", 15)
    CAMS E 4 A_FaceTarget
  MissileCheck:
    TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
    TNT1 A 0 A_Jump (225, "GranataCheck")
	TNT1 A 0 A_ChangeFlag ("Frightened", false)
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  MissileAmbush:
    CAMS EE 4 A_FaceTarget
   Goto MissileCheck	
  Missile:
    TNT1 A 0 A_ChangeFlag ("Frightened", false)
    TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
	TNT1 A 0 A_TakeInventory ("ShotCounter", 3)
    CAMS E 7 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1500)
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 430 )
  MissileLoop:
    CAMS E 14 A_FaceTarget
	TNT1 A 0 A_Playsound ("CAMRIFIR", CHAN_WEAPON)
	TNT1 A 0 A_FaceTarget
	CAMS F 3 Bright A_CustomMissile ("MarksmanTracer", 46, 5)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 3, "MissileEvasive")
	TNT1 A 0 A_MonsterRefire (2, "AlphaBravo")
	Loop
  MissileEvasive:
    TNT1 A 0 A_TakeInventory ("ShotCounter", 3)
    CAMS E 14 A_FaceTarget
	TNT1 A 0 A_Playsound ("CAMRIFIR", CHAN_WEAPON)
	TNT1 A 0 A_FaceTarget
	CAMS F 3 Bright A_CustomMissile ("MarksmanTracer", 46, 5)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	TNT1 A 0 A_JumpIfInTargetLos ("Evade", 5, JLOSF_DEADNOJUMP)
	TNT1 A 0 A_MonsterRefire (2, "AlphaBravo")
	Loop
  Evade:
    TNT1 A 0
	TNT1 A 0 A_Jump (125, "EvasiveLeft")
  EvasiveMissile: 
	    TNT1 A 0 A_FaceTarget
	    CAMS AABBCCDDAABBCCDD 2 ThrustThing(angle*256/360+64, 2, 0, 0)
		CAMS E 15 A_FaceTarget
		TNT1 A 0 A_Playsound ("CAMRIFIR")
		TNT1 A 0 A_FaceTarget
		CAMS F 3 Bright A_CustomMissile ("MarksmanTracer", 46, 5)
		TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
		Goto MissileCheck
	EvasiveLeft:
	    TNT1 A 0 A_FaceTarget
	    CAMS AABBCCDDAABBCCDD 2 ThrustThing(angle*256/360+192, 2, 0, 0)
		CAMS E 15 A_FaceTarget
		TNT1 A 0 A_Playsound ("CAMRIFIR")
		TNT1 A 0 A_FaceTarget
		CAMS F 3 Bright A_CustomMissile ("MarksmanTracer", 48, 2)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
		Goto MissileCheck	
  LongRange:
    CAMS E 18 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 430 )
	TNT1 A 0 A_JumpIfTargetInLos ("MissileLoop", 0, JLOSF_DEADNOJUMP, 430 )
	TNT1 A 0 A_Playsound ("CAMRIFIR", CHAN_WEAPON)
	TNT1 A 0 A_FaceTarget
	CAMS F 3 Bright A_CustomMissile ("MarksmanTracer", 46, 5)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	TNT1 A 0 A_MonsterRefire (2, "AlphaBravo")
	Loop
  CloseQuarters:
    CAMS E 12 A_FaceTarget
	TNT1 A 0 A_Playsound ("CAMRIFIR", CHAN_WEAPON)
	TNT1 A 0 A_FaceTarget
	CAMS F 3 Bright A_CustomMissile ("MarksmanTracer", 46, 5)
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	CAMS E 8 A_FaceTarget
	TNT1 A 0 A_Playsound ("CAMRIFIR", CHAN_WEAPON)
	TNT1 A 0 A_FaceTarget
	CAMS F 3 Bright A_CustomMissile ("MarksmanTracer", 46, 5, random (-1,1))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	CAMS E 8 A_FaceTarget
	TNT1 A 0 A_Playsound ("CAMRIFIR", CHAN_WEAPON)
	TNT1 A 0 A_FaceTarget
	CAMS F 3 Bright A_CustomMissile ("MarksmanTracer", 46, 5, random (-1,1))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	Goto PullingBack
  DefensiveMissile:
    TNT1 A 0 A_ChangeFlag ("Frightened", false)
    CAMS E 12 A_FaceTarget
	TNT1 A 0 A_Playsound ("CAMRIFIR", CHAN_WEAPON)
	TNT1 A 0 A_FaceTarget
	CAMS F 3 Bright A_CustomMissile ("MarksmanTracer", 46, 5)
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	CAMS E 8 A_FaceTarget
	TNT1 A 0 A_Playsound ("CAMRIFIR", CHAN_WEAPON)
	TNT1 A 0 A_FaceTarget
	CAMS F 3 Bright A_CustomMissile ("MarksmanTracer", 46, 5, random (-1,1))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
	CAMS E 8 A_FaceTarget
	TNT1 A 0 A_Playsound ("CAMRIFIR", CHAN_WEAPON)
	TNT1 A 0 A_FaceTarget
	CAMS F 3 Bright A_CustomMissile ("MarksmanTracer", 46, 5, random (-1,1))
	TNT1 A 0 A_GiveInventory ("AKShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("AKShotCounter", 30, "Reload")
  GranataCheck:
	TNT1 A 0 
    TNT1 A 0 A_JumpIfTargetInLos ("Granata", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 450)
	Goto MissileCheck+2
  Granata:
    //TNT1 A 0 A_Print ("Granata")
    CAMS D 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	CAMS E 8 A_CustomMissile ("GreenHandGrenade", 42, 0, random (-3,3), CMF_OFFSETPITCH, random (14, 18))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 1)
	Goto SeeLoop	
  Reload:
    CAMS D 15 A_Playsound ("MARKOUT")
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 30)
	CAMS E 30 A_Playsound ("MARKIN")
	CAMS D 12 A_Playsound ("MARKREAD")
	Goto SeeLoop
  ReloadAmbush:
    CAMS D 15 A_Playsound ("MARKOUT")
	TNT1 A 0 A_TakeInventory ("AKShotCounter", 30)
	CAMS E 30 A_Playsound ("MARKIN")
	CAMS D 12 A_Playsound ("MARKREAD")
	Goto AlphaBravo	
  Pain:
    CAMS H 3
    CAMS H 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    CAMS I 6 A_Scream
    CAMS J 5 A_NoBlocking
    CAMS K 1
    CAMS L 8
	CAMS M 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
	CAMS N 1
	CAMS O -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)
	CAMS ONMLKJIH 5
   Goto See	
  Idle:
    CAMS AA 4 A_Wander
    CAMS A 0 A_Look
    CAMS BB 4 A_Wander
    CAMS A 0 A_Look
    CAMS CC 4 A_Wander
    CAMS A 0 A_Look
    CAMS DD 4 A_Wander
    CAMS A 0 A_Look
    loop
  } 
	 
 }
 
 
   Actor MarksmanTracer 
{
Projectile
Damage (10)
+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	
	 }
}
	