 Actor NaziSniper : GenericHumanScum 
     {
	  scale 1.0
  obituary "%o became the reason for the Isencross National Award for the Nutzee sniper"
  health 185
  radius 15
  height 54
  mass 100
  Species "Reva"
+DONTHARMSPECIES
  speed 12
  Damage 2
  painchance 135
  SeeSound "NaziSniper/See"
  PainSound "NaziMG42/pain"
  DeathSound "NaziMG42/Death"
  ActiveSound "NaziSniper/Active"
  dropitem "ClipBox", 5
  Tag "Nazi 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 ("SiegWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
  Spawn2:
    NZSN D 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", 5, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    NZSN AABBCCDD 3 A_Chase
    loop
  ShortRetreat:
    TNT1 A 0 A_ChangeFlag ("Frightened", true)
    NZSN AABBCCDDAABBCCDD 2 A_Chase
	TNT1 A 0 A_ChangeFlag ("Frightened", false)
	Goto MissileCheck	
  Retreat:
    TNT1 A 0 A_ChangeFlag ("Frightened", true)
    NZSN 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", 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
	    NZSN 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))
	    NZSN 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))
	    NZSN 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
	    NZSN 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)) 
	    NZSN 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)) 
	    NZSN AABBCCDD 2 ThrustThing(angle*256/360+64, 2, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
  AlphaBravo:
    TNT1 A 0 A_JumpIfInventory ("CSniperShotCounter", 5, "AmbushReload")
    NZSN E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	NZSN E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	NZSN E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	TNT1 A 0 A_Jump (1, "SeeLoop")
   Loop
  MissileAmbush:
    NZSN EE 4 A_FaceTarget 
  MissileCheck:
    TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
	TNT1 A 0 A_Jump (225, "GranataCheck")
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop
  Missile:
    TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
    //TNT1 A 0 A_JumpIfCloser (400, "PanicFire")
    NZSN E 35 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1200)
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 600)
  MissileLoop:
    TNT1 A 0 A_playsound ("NASNPFIR", 0)
	TNT1 A 0 A_PlaySound ("NASNPFF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("NaziSniperTracer", 46, 2)
	NZSN F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("CSniperShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("CSniperShotCounter", 5, "Reload")
	NZSN E 23 A_FaceTarget
	TNT1 A 0 A_JumpIfCloser (700, 2)
	TNT1 A 0 A_MonsterRefire (2, "AmbushReload")
	TNT1 A 0 A_MonsterRefire (2, "Retreat")
   Loop
  LongRange:
    NZSN E 30 A_FaceTarget
	TNT1 A 0 A_playsound ("NASNPFIR")
	TNT1 A 0 A_PlaySound ("NASNPFF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("NaziSniperTracer", 46, 2)
	NZSN F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("CSniperShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("CSniperShotCounter", 5, "AmbushReload")
	Goto Retreat
 CloseQuarters:
    NZSN E 14 A_FaceTarget
	TNT1 A 0 A_playsound ("NASNPFIR")
	TNT1 A 0 A_PlaySound ("NASNPFF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("NaziSniperTracer", 46, 2)
	NZSN F 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("CSniperShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("CSniperShotCounter", 5, "AmbushReload")
	Goto ShortRetreat
  GranataCheck:
	TNT1 A 0 A_JumpIfTargetInLos ("Granata", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 700, 325)
 Goto SeeLoop
 Granata:
	TNT1 A 0
	NZSN D 8 Bright A_FaceTarget
	NZSN E 2 Bright A_CustomMissile ("Deutschnade", 42, 0, random (-2,2), CMF_OFFSETPITCH, random (12, 17))
	NZSN D 5 Bright A_FaceTarget
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 2)	
 Goto SeeLoop	
  Reload:
    NZSN D 12 A_PlaySound ("WW2SNOUT")
	TNT1 A 0 A_TakeInventory ("CSniperShotCounter", 5)
	NZSN E 34 A_PlaySound ("WW2SNIN")
	NZSN DE 14
	Goto SeeLoop
  AmbushReload:
    NZSN D 12 A_PlaySound ("WW2SNOUT")
	TNT1 A 0 A_TakeInventory ("CSniperShotCounter", 5)
	NZSN E 34 A_PlaySound ("WW2SNIN")
	NZSN D 14
	Goto AlphaBravo+1	
  Pain:
    NZSN G 3 A_ChangeFlag ("FRIGHTENED", false)
    NZSN G 3 A_Pain
    goto SeeLoop
  Death:
  	//TNT1 A 0 A_Jump(20, "Suren")
    UZOL H 5 A_Scream
    UZOL I 5 A_NoBlocking
    UZOL JK 4 A_Playsound ("FallingBodyGear", CHAN_BODY)
    UZOL L -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)
	NZSN LKJIH 5
   Goto See	
  Idle:
    NZSN AA 4 A_Wander
    NZSN A 0 A_Look
    NZSN BB 4 A_Wander
    NZSN A 0 A_Look
    NZSN CC 4 A_Wander
    NZSN A 0 A_Look
    NZSN DD 4 A_Wander
    NZSN A 0 A_Look
    loop
  } 
	 
 }
 
 
 
 
 
 
	Actor NaziSniperTracer 
		{
		Projectile
		Damage (24)
		+FORCEXYBILLBOARD
		+DONTSPLASH
		+BLOODSPLATTER
		+DOHARMSPECIES 
		+NOEXTREMEDEATH
		radius 2
		height 2
		speed 37
		renderstyle Add
		alpha 0.9
		scale .18
		 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	
			 }
		}
 
 
 
	