      Actor ShotgunSkinhead  : GenericHumanScum 8814     
	  {
  Health 188
  Radius 20
  Height 56
  Mass 100
  Speed 12
  PainChance 150
  Monster
  MinMissileChance 88
  +NODROPOFF
  MaxDropOffHeight 69
  Species "Reva"
  +DONTHARMSPECIES
  +FLOORCLIP
  Translation "112:127=96:111", "192:207=5:8"
  SeeSound "SKIN4/See"
  PainSound "SKIN4/pain"
  DeathSound "SKI4DE01"
  ActiveSound "SKIN4/active"
  Tag "Bonehead armoured shotgunner"
  Obituary "%o was ethnically cancelled by the agressive white supremacist with pump shotgun"
  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(-0.04,0.04))
	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:
    SHBO A 10 A_Look
    Loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUSKIN4")
	 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 ("ShotgunShotCounter", 10, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    SHBO AABBCCDD 3 A_Chase
    Loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 10, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    SHBO 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))
	    SHBO 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))
	    SHBO 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
	    SHBO 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)) 
	    SHBO 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)) 
	    SHBO 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 (188, "GranataCheck")
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 30, JLOSF_DEADNOJUMP)
	Goto SeeLoop	
  Missile:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 10, "Reload") 
    SHBO E 10 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 1000, 800)
	TNT1 A 0 A_JumpIfTargetInLos ("SlugAccuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1100)
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 4, random (-2,2))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    SHBO F 4 Bright
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 10, "Reload")
    SHBO E 5 A_FaceTarget 
    SHBO E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 4, random (-4,2))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    SHBO F 4 Bright A_JumpIfInventory ("ShotgunShoTCounter", 10, "Reload")
    SHBO E 5 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 10, "Reload") 
    SHBO E 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 4, random (2,4))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    SHBO F 4 Bright  
    SHBO E 5 A_JumpIfInventory ("ShotgunShoTCounter", 10, "Reload")
    Goto SeeLoop
  Accuracy:
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 10, "Reload") 
    SHBO E 12 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 4, random (-1,1))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    SHBO F 4 Bright
	TNT1 A 0 A_JumpIfInTargetLos ("SeeLoop", 45, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 800) 
    SHBO E 3 A_MonsterRefire (1, "MissileCheck")
   Loop
  SlugAccuracy:
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 10, "Reload") 
    SHBO E 12 A_FaceTarget
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("ShotgunSlugTracer", 32, 4, random (-1,1))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    SHBO F 4 Bright
	TNT1 A 0 A_JumpIfInTargetLos ("SeeLoop", 45, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 800) 
    SHBO E 2 A_MonsterRefire (1, "MissileCheck")
   Loop
  GranataCheck:
	TNT1 A 0 
    TNT1 A 0 A_JumpIfTargetInLos ("Granata", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 700, 300)
	Goto MissileCheck+2
  Granata:
    //TNT1 A 0 A_Print ("Granata")
    SHBO D 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)
	SHBO E 8 A_CustomMissile ("PipeBomb", 42, 0, random (-3,3), CMF_OFFSETPITCH, random (10, 16))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 1)
	Goto SeeLoop			  
  Reload:
    SHBO DE 6 A_Playsound ("SHOTLOD")
	SHBO DE 6 A_Playsound ("SHOTLOD")
	SHBO DE 6 A_Playsound ("SHOTLOD")
	SHBO DE 6 A_Playsound ("SHOTLOD")
	SHBO DE 6 A_Playsound ("SHOTLOD")
	SHBO DE 6 A_Playsound ("SHOTLOD")
	SHBO DE 6 A_Playsound ("SHOTLOD")
	SHBO DE 6 A_Playsound ("SHOTLOD")
	SHBO DE 6 A_Playsound ("SHOTLOD")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 10)
	SHBO DE 6 A_Playsound ("SHOTLOD")
	SHBO E 8 A_Playsound ("SHOTPUMP")
	Goto SeeLoop
  Pain:
    SHBO H 3
    SHBO H 3 A_Pain
    Goto SeeLoop
  Death:
    SHBO I 5 A_NoBlocking
    SHBO J 5 A_Scream
    SHBO K 5 
    SHBO L 4 A_Playsound ("FallingBodyGear", CHAN_BODY)
    SHBO M -1
    Stop
  XDeath:
	TNT1 A 0
	TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    TNT1 A 0 A_NoBlocking 
	PGIB A 5 A_XScream
	PGIB B 5 
	PGIB CD 3
	PGIB E -1
	Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    SHBO L 5
    SHBO KJIH 5
    Goto See
     }

}


	
	Actor ShotgunSlugTracer 
{
Projectile
Damage (10)
+FORCEXYBILLBOARD
+DONTSPLASH
+BLOODSPLATTER
+DOHARMSPECIES 
+NOEXTREMEDEATH
radius 2
height 2
speed 20
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		
	 }
}


		Actor ShotgunSkinheadSpawner : RandomSpawner
			{
			 DropItem ShotgunSkinhead
			 DropItem ShotgunSkinheadBrown
			 DropItem ShotgunSkinheadBlackHaki
			 DropItem ShotgunSkinheadBrownBlack
			 DropItem ShotgunSkinheadWhiteGray
			 DropItem ShotgunSkinheadGreen
			}


		Actor ShotgunSkinheadBrown : ShotgunSkinhead
			{
			 Translation "112:127=64:79", "192:207=51:79"
			}
			
		Actor ShotgunSkinheadBlackHaki : ShotgunSkinhead
			{
			 Translation "112:127=5:8", "192:207=5:12"
			}
			
		Actor ShotgunSkinheadBrownBlack : ShotgunSkinhead
			{
			 Translation "112:127=64:79", "192:207=5:8"
			}	


		Actor ShotgunSkinheadWhiteGray : ShotgunSkinhead
			{
			 Translation "112:127=80:101", "192:207=96:111"
			}
			
		Actor ShotgunSkinheadGreen : ShotgunSkinhead
			{
			 Translation "112:127=121:127", "192:207=120:127"
			}