 Actor CartelSniper : GenericHumanScum 
     {
	  scale 1.0
  obituary "%o was sniped by Cartel Sniper"
  health 150
  radius 15
  height 54
  mass 100
  Species "Reva"
+DONTHARMSPECIES
  Translation "112:127=120:127"
  speed 14
  Damage 2
  painchance 135
  SeeSound "Cartel/See"
  PainSound "GTS/pain"
  DeathSound "GTS/Death"
  ActiveSound "Cartel/Active"
  dropitem "ClipBox", 5
  Tag "Cartel 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 ("HumanTrails", 0, 0, 0)
	TNT1 A 0 A_SpawnItemEx ("CartelWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
  Spawn2:
    MW2D E 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUCartel")
	 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_JumpIfCloser (600, "Retreat")
    TNT1 A 0 A_JumpIfInventory ("CSniperShotCounter", 10, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    MW2D AABBCCDD 3 A_Chase
    loop
  Retreat:
    TNT1 A 0 A_ChangeFlag ("Frightened", true)
    MW2D 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
	    MW2D 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))
	    MW2D 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))
	    MW2D 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
	    MW2D 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)) 
	    MW2D 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)) 
	    MW2D 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")
    MW2D 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
	MW2D 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")
    MW2D E 35 A_FaceTarget
	TNT1 A 0 A_Playsound ("PA2SSGF3")
	TNT1 A 0 A_PlaySound ("PA2SSGFF", 6, 0.5, 0)
	MW2D 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")
	MW2D E 12 A_FaceTarget
	TNT1 A 0 A_Playsound ("PA2SSGF3")
	TNT1 A 0 A_PlaySound ("PA2SSGFF", 6, 0.5, 0)
	MW2D 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:
    MW2D D 20 A_Playsound ("SNMAGOUT")
	TNT1 A 0 A_TakeInventory ("CSniperShotCounter", 10)
	MW2D E 44 A_Playsound ("SNMAGIN")
	MW2D D 12
	Goto SeeLoop
  Pain:
    MW2D G 3
    MW2D G 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    MW2D H 5 A_Scream
    MW2D I 5
    MW2D J 5 A_NoBlocking
    MW2D K 5
    MW2D L 4
	MW2D M 3 A_Playsound ("FallingBodyGear", CHAN_BODY)
	MW2D N -1
    stop
  Death.WEAK:
    MW2D O 5
    MW2D P 5 A_PlaySound("Baddy/pain")
    MW2D Q 5 A_NoBlocking
    MW2D R 5
    MW2D 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)
	MW2D NMLKJIH 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:
    MW2D AA 4 A_Wander
    MW2D A 0 A_Look
    MW2D BB 4 A_Wander
    MW2D A 0 A_Look
    MW2D CC 4 A_Wander
    MW2D A 0 A_Look
    MW2D DD 4 A_Wander
    MW2D A 0 A_Look
    loop
  } 
	 
 }
 
 
 
	Actor CartelSniperSpawner : RandomSpawner
		{
		 DropItem CartelSniper
		 DropItem CartelSniperRed
		 DropItem CartelSniperYellow
		 DropItem CartelSniperOrange
		 DropItem CartelSniperBrown
		}



 
 
 
Actor CartelSniperRed : CartelSniper
{
 Translation "112:125=174:191"
}


Actor CartelSniperYellow: CartelSniper
{
 Translation "112:125=160:167"
}

Actor CartelSniperOrange: CartelSniper
 {
  Translation "112:125=213:223"
 }
 
 Actor CartelSniperBrown : CartelSniper
   {
   Translation "112:125=128:151"
   }