 Actor CobraAssaultSniper : GenericHumanScum 
     {
	  scale 1.0
  obituary "%o was blown up to the pieces by the Assault Sniper, armed with explosive sniper rifle - State of the art - Bang Bang!"
  health 285
  radius 15
  height 54
  mass 100
  Species "Reva"
+DONTHARMSPECIES
  speed 14
  Damage 2
  painchance 135
  SeeSound "CobraSniper/See"
  PainSound "CobraSniper/pain"
  DeathSound "SCBRDE01"
  ActiveSound "CobraSniper/Active"
  dropitem "ClipBox", 5
  Tag "Cobra Assault 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:
    COBS E 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUCobraSniper")
	 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 (450, "Retreat")
    TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    COBS AABBCCDD 3 A_Chase
    loop
  Retreat:
    TNT1 A 0 A_ChangeFlag ("Frightened", true)
    COBS AABBCCDDAABBCCDD 2 A_Chase
	TNT1 A 0 A_JumpIfTargetInLos ("MissileCheck", 0, JLOSF_DEADNOJUMP, 350, 0)
	COBS AABBCCDDAABBCCDD 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 ("ShotCounter", 5, "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
	    COBS 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))
	    COBS 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))
	    COBS 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
	    COBS 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)) 
	    COBS 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)) 
	    COBS AABBCCDD 2 ThrustThing(angle*256/360+64, 2, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	EvasiveBoth:
	    TNT1 A 0 A_FaceTarget 
	    COBS AABBCCDD 2 ThrustThing(angle*256/360+64, random (2,4), 0, 0)
	    COBS A 3 A_FaceTarget
	    COBS AABBCCDD 2 ThrustThing(angle*256/360+192, random (2,4), 0, 0)
		Goto MissileCheck
  MissileCheck:
    TNT1 A 0 A_ChangeFlag ("Frightened", false)
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  AlphaBravo:
    TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
    COBS E 6 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	COBS E 6 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	COBS E 6 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	TNT1 A 0 A_Jump (5, "SeeLoop")
   Loop
  MissileAmbush:
    COBS E 5 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 1, JLOSF_DEADNOJUMP, 325, 0)
	TNT1 A 0 A_JumpIfTargetInLos ("MidRange", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 950, 600)
	TNT1 A 0 A_JumpIfTargetInLos ("LRInc", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 950)   
  Missile:
    TNT1 A 0
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
    TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 1, JLOSF_DEADNOJUMP, 325, 0)
    COBS E 20 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("MidRange", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 950, 600)
	TNT1 A 0 A_JumpIfTargetInLos ("LRInc", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 950)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
	TNT1 A 0 A_Playsound ("CobraCannon/Fire")
	TNT1 A 0 A_FaceTarget
	COBS F 3 Bright A_CustomMissile ("CobraSniperTracer", 48, 2)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_Jump (75, "EvasiveBoth")
	Goto SeeLoop
  CloseQuarters:
    TNT1 A 0 A_FaceTarget
    COBS AABBCCDD 2 A_Recoil (random (2,4))
	COBS E 22 A_FaceTarget
	TNT1 A 0 A_Playsound ("CobraCannon/Fire")
	TNT1 A 0 A_FaceTarget
	COBS F 3 Bright A_CustomMissile ("CobraSniperTracer", 48, 2)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	Goto SeeLoop
  MidRange:
    COBS E 12 A_FaceTarget
	TNT1 A 0 A_JumpIfInTargetLos ("EvasiveMissile", 5, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 950)
	COBS E 14 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
	TNT1 A 0 A_Playsound ("CobraCannon/Fire")
	TNT1 A 0 A_FaceTarget
	COBS F 3 Bright A_CustomMissile ("CobraSniperTracer", 48, 2)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
	TNT1 A 0 A_MonsterRefire (2, "AlphaBravo")
	Loop
  LrInc:
	COBS E 15 A_FaceTarget
	TNT1 A 0 A_JumpIfInTargetLos ("EvasiveIncMissile", 5, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 950)
	COBS E 30 A_FaceTarget
	TNT1 A 0 A_Playsound ("COBSNPF")
	TNT1 A 0 A_FaceTarget
	COBS F 3 Bright A_CustomMissile ("CobraSniperIncTracer", 48, 2)
	TNT1 A 0 A_FaceTarget
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
	TNT1 A 0 A_MonsterRefire (2, "AlphaBravo")
	Loop
  EvasiveMissile:
        TNT1 A 0 A_Jump (150, "EvasiveLeft") 
	    TNT1 A 0 A_FaceTarget
	    COBS AABBCCDDAABBCCDD 2 ThrustThing(angle*256/360+64, 2, 0, 0)
		COBS E 15 A_FaceTarget
		TNT1 A 0 A_Playsound ("CobraCannon/Fire")
		TNT1 A 0 A_FaceTarget
		COBS F 3 Bright A_CustomMissile ("CobraSniperTracer", 48, 2)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
		Goto MissileCheck
	EvasiveLeft:
	    TNT1 A 0 A_FaceTarget
	    COBS AABBCCDDAABBCCDD 2 ThrustThing(angle*256/360+192, 2, 0, 0)
		COBS E 15 A_FaceTarget
		TNT1 A 0 A_Playsound ("CobraCannon/Fire")
		TNT1 A 0 A_FaceTarget
		COBS F 3 Bright A_CustomMissile ("CobraSniperTracer", 48, 2)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
		Goto MissileCheck	
  EvasiveIncMissile:
        TNT1 A 0 A_Jump (150, "EvasiveIncLeft") 
	    TNT1 A 0 A_FaceTarget
	    COBS AABBCCDDAABBCCDD 2 ThrustThing(angle*256/360+64, 2, 0, 0)
		COBS E 15 A_FaceTarget
		TNT1 A 0 A_Playsound ("COBSNPF")
		TNT1 A 0 A_FaceTarget
		COBS F 3 Bright A_CustomMissile ("CobraSniperIncTracer", 48, 2)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
		Goto MissileCheck
	EvasiveIncLeft:
	    TNT1 A 0 A_FaceTarget
	    COBS AABBCCDDAABBCCDD 2 ThrustThing(angle*256/360+192, 2, 0, 0)
		COBS E 15 A_FaceTarget
		TNT1 A 0 A_Playsound ("COBSNPF")
		TNT1 A 0 A_FaceTarget
		COBS F 3 Bright A_CustomMissile ("CobraSniperIncTracer", 48, 2)
		TNT1 A 0 A_FaceTarget
		TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
		TNT1 A 0 A_JumpIfInventory ("ShotCounter", 5, "Reload")
		Goto MissileCheck 
  Reload:
    COBS D 12 A_Playsound ("SNMAGOUT")
	TNT1 A 0 A_TakeInventory ("ShotCounter", 5)
	COBS E 44 A_Playsound ("SNMAGIN")
	COBS D 25 A_Playsound ("HSNBOLT")
	Goto SeeLoop
  Pain:
    COBS G 3
    COBS G 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    COBS H 5 A_Scream
    COBS I 5
    COBS J 5 A_NoBlocking
    COBS K 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    COBS L -1
    stop
  Death.WEAK:
    COBS O 5
    COBS P 5 A_PlaySound("Baddy/pain")
    COBS Q 5 A_NoBlocking
    COBS R 5
    COBS S -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    COBS M 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)
	COBS LKJIH 5
   Goto See	
  Idle:
    COBS AA 4 A_Wander
    COBS A 0 A_Look
    COBS BB 4 A_Wander
    COBS A 0 A_Look
    COBS CC 4 A_Wander
    COBS A 0 A_Look
    COBS DD 4 A_Wander
    COBS A 0 A_Look
    loop
  } 
	 
 }
 
 
 
	Actor CobraSniperTracer 
     {
Projectile
Damage (30)
+FORCEXYBILLBOARD
+DONTSPLASH
+BLOODSPLATTER 
//+NOEXTREMEDEATH
radius 2
height 2
speed 45
renderstyle Add
alpha 0.9
scale .45
 States
     {
	  Spawn:
	    TRAC A 1 Bright
		Loop
	  Death:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("misc/boom",0)
        TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
        TNT1 A 0 A_Explode((15),45,0 ,0,40)
        TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
		TNT1 A 0 Bright A_SpawnItemEx ("CobraSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
        TNT1 A 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_SpawnItemEx("ReichRocketShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
        TNT1 A 1 Radius_Quake (2,4,0,7,0)
        TNT1 A 20
      stop	
	 }
  }
  
  
  
	
	
	Actor CobraSniperIncTracer 
     {
Projectile
Damage (8)
Damagetype "Fire"
+FORCEXYBILLBOARD
+DONTSPLASH
+BLOODSPLATTER 
//+NOEXTREMEDEATH
radius 2
height 2
speed 45
renderstyle Add
alpha 0.9
scale .45
 States
     {
	  Spawn:
	    TNT1 A 0 A_SpawnItemEx ("ImmolatorTracerTrail", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	    TRAC A 1 BRIGHT A_SpawnItemEx ("CobraIncTracerTrail", 0, random (-5,-3), 0, random (-1,1), random (-1,1), random (-2,2), 180, SXF_NOCHECKPOSITION)
		Loop
	  Death:
        TNT1 A 0
        TNT1 A 0 A_PlaySound("misc/boom",0)
        TNT1 A 0 A_PlaySound("misc/distanceboom",6,1.0,0,0)
        TNT1 A 0 A_Explode((30),148, 0 ,0,40)
		TNT1 AAAA 0 A_SpawnItemEx ("CobraSparxBurst", 0, random (-3,3), random (0,4), 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 Bright A_SpawnItemEx ("CobraSparxExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 A_SpawnItemEx ("CobraPyroFlare", 0,0,0,0,0,0)
		TNT1 A 0 Bright A_SpawnItemEx ("CobraIncExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
		TNT1 A 0 Bright A_SpawnItemEx ("ExplosionFlameCloud", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
        TNT1 AAAAA 0 A_CustomMissile ("CSMiniMissileExplosionFlame", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_CustomMissile ("CSMiniMissileBoomSmoke", 0, 0, random (0, 360), 2, random (0, 360))
        TNT1 A 0 A_SpawnItemEx("ReichRocketShockwave",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
        TNT1 A 1 Radius_Quake (2,4,0,7,0)
        TNT1 A 20
      stop	
	 }
  }
  
  
  
  Actor CobraSparxBurst  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.3
			   Speed 0
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    SPKS JKL 1 BRIGHT
							SPKS MNO 1 BRIGHT A_FadeOut (0.2)
						  Stop	
					   }
				}
				
				
				
	  Actor CobraSparxExplosion  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.69
			   Speed 0
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    SPKS ABCDEF 1 BRIGHT
							SPKS GHI 1 BRIGHT A_FadeOut (0.2)
						  Stop	
					   }
				}
				
				
		
		Actor CobraIncExplosion  
			      {
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS	
			   Scale 0.85
			   Speed 4
			   RenderStyle Add
			      States
				       {
				        Spawn: 
						    REXP ABCDEFGHIJKLMNOPQRS 1 Bright
						  Stop	
					   }
				}
				
				
		Actor CobraIncTracerTrail 
				{
			   +NOINTERACTION
			   +CLIENTSIDEONLY
			   +THRUACTORS
				Speed 1
				RenderStyle Add	
				Scale 0.15
				 States
					{
					Spawn:	
					    CFIR ABCDEF 1 BRIGHT 
						CFIR GHIJKL 1 BRIGHT A_FadeOut (0.2)
					   Stop
					}
                }		
        
	