     Actor MercMarksman : GenericHumanScum 
       {
  scale 1.0
  obituary "%o was taken out by the mercenary marksman"
  health 180
  radius 15
  height 54
  mass 100
  speed 14
  Species "Reva"
  +DONTHARMSPECIES
  painchance 130
  SeeSound "STMerc/See"
  PainSound "STMerc/pain"
  DeathSound "STMerc/Death"
  ActiveSound "STMerc/Active"
  dropitem "Chaingun", 6
  Tag "X&C Mercenary 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_SpawnItemEx ("HumanTrails", 0, 0, 0)
	TNT1 A 0 A_SetScale (scaleX+frandom(-0.02, 0.02), scaleY+frandom(-0.08,0.08))	
   Spawn2:	
    ER6A T 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUStMerc")
	 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 (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 ("RifleShotCounter", 30, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    ER6A AABBCCDD 3 A_Chase
    loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 30, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    ER6A 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))
	    ER6A 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))
	    ER6A 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
	    ER6A 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)) 
	    ER6A 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)) 
	    ER6A AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1 
  MissileCheck:
	TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
    TNT1 A 0 A_Jump (200, "GranataCheck") 
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
   TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1) 
   ER6A E 12 A_FaceTarget
   TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 660)
   TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1200)
   TNT1 A 0 A_PlaySound ("MRDMRFIR")
   TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
   ER6A F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9)
   TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
   TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 30, "Reload")
   ER6A E 1 A_FaceTarget
   TNT1 A 0 A_PlaySound ("MRDMRFIR")
   TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
   ER6A F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9)
   TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
   TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 30, "Reload")
   ER6A E 1 A_FaceTarget
   TNT1 A 0 A_PlaySound ("MRDMRFIR")
   TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
   ER6A F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9, random (-1,1))
   TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
   TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 30, "Reload")
   Goto SeeLoop
  CloseQuarters:
   TNT1 A 0 A_PlaySound ("MRDMRFIR")
   TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
   ER6A F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9, random (-1,1))
   TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
   TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 30, "Reload")
   ER6A E 1 A_FaceTarget
   TNT1 A 0 A_PlaySound ("MRDMRFIR")
   TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
   ER6A F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9, random (-1,1))
   TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
   TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 30, "Reload")
   ER6A E 1 A_FaceTarget
   TNT1 A 0 A_PlaySound ("MRDMRFIR")
   TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
   ER6A F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9, random (-2,2))
   TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
   TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 30, "Reload")
   ER6A E 1 A_FaceTarget
   TNT1 A 0 A_PlaySound ("MRDMRFIR")
   TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
   ER6A F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9, random (-2,2))
   TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
   TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 30, "Reload")
   ER6A E 1 A_FaceTarget
   TNT1 A 0 A_PlaySound ("MRDMRFIR")
   TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
   ER6A F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9, random (-3,3))
   TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
   TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 30, "Reload")
   ER6A E 1 A_FaceTarget
   TNT1 A 0 A_PlaySound ("MRDMRFIR")
   TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
   ER6A F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9, random (-3,3))
   TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
   TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 30, "Reload")
   ER6A E 1 A_FaceTarget
  Goto SeeLoop
  LongRange:
   ER6A E 14 A_FaceTarget
   TNT1 A 0 A_PlaySound ("MRDMRFIR")
   TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
   ER6A F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9)
   TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
   TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 30, "Reload")
   ER6A E 14 A_FaceTarget
   TNT1 A 0 A_PlaySound ("MRDMRFIR")
   TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
   ER6A F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9)
   TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
   TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 30, "Reload")
   ER6A E 14 A_FaceTarget
   TNT1 A 0 A_PlaySound ("MRDMRFIR")
   TNT1 A 0 A_PlaySound ("MRKDMRFF", 6, 0.5, 0)
   ER6A F 1 BRIGHT A_CustomMissile ("HRTracer", 41, 9)
   TNT1 A 0 A_GiveInventory ("RifleShotCounter", 1)
   TNT1 A 0 A_JumpIfInventory ("RifleShotCounter", 30, "Reload")
   Goto SeeLoop
  GranataCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Granata", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 300)
	Goto MissileCheck+1
  Granata:
	TNT1 A 0
	TNT1 A 0 
    ER6A E 9 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	TNT1 A 0 A_CustomMissile ("GreenHandGrenade", 42, 0, random (-5,6), CMF_OFFSETPITCH, random (10, 16))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 2)
	ER6A DE 4 
	Goto SeeLoop
  Reload:
    ER6A E 12 A_PlaySound ("MARKOUT")
	TNT1 A 0 A_TakeInventory ("RifleShotCounter", 30)
	ER6A D 32 A_PlaySound ("MARKIN")
	ER6A E 14 A_PlaySound ("MARKREAD")
	Goto SeeLoop
  Pain:
    ER6A H 3
    ER6A H 3 A_Pain
	TNT1 A 0
	TNT1 A 0
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
	TNT1 A 0 A_Jump (75, "D2")
    ER6A I 5 A_Scream
    ER6A J 5
    ER6A K 5 A_NoBlocking
    ER6A KL 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    ER6A M -1
    stop
   D2:
    ER6A N 5 A_Scream 
    ER6A O 5  A_NoBlocking
    ER6A P 5 A_PlaySound("Baddy/pain")
    ER6A Q 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    ER6A R -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 2 A_XScream
    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)
	ER6A MLKJI 5
   Goto See	
  Idle:
    ER6A AA 4 A_Wander
    ER6A A 0 A_Look
    ER6A BB 4 A_Wander
    ER6A A 0 A_Look
    ER6A CC 4 A_Wander
    ER6A A 0 A_Look
    ER6A DD 4 A_Wander
    ER6A A 0 A_Look
    loop
	}
	   
	   
  }
  
  
  
	