      Actor AoCShotgunner : GenericHumanScum
       {
  Health 44
  Radius 20
  Height 56
  Mass 100
  Speed 12
  PainChance 170
  Monster
    Species "Z"
  +DOHARMSPECIES
  +FLOORCLIP
  Species "Shotgunner"
  SeeSound "Mordovorot/See"
  PainSound "Mordovorot/pain"
  DeathSound "Armored/death"
  ActiveSound "Mordovorot/active"
  Tag "Alliance of Corruption Shotgunner"
  Obituary "%o was sterilized by the AoC Shotgunner"
  DropItem "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)
  Spawn2:
    CIVP A 10 A_Look
    Loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUMordovorot")
	 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", 8, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    CIVP AABBCCDD 3 A_Chase
    Loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 8, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    CIVP 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))
	    CIVP 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))
	    CIVP 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
	    CIVP 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)) 
	    CIVP 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)) 
	    CIVP 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_JumpIfTargetInLos ("Missile", 30, JLOSF_DEADNOJUMP)
	Goto SeeLoop	
  Missile:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 8, "Reload") 
    CIVP E 15 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1200)
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 42, 4, random (-5,5))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    CIVP F 10 Bright 
    CIVP E 10
    Goto SeeLoop
  Accuracy:
    CIVP O 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", 42, 4, random (-1,1))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    CIVP P 6 Bright 
    CIVP O 3
    Goto SeeLoop
  Reload:
    CIVP DE 5  A_Playsound ("SHOTLOD")
	CIVP DE 5  A_Playsound ("SHOTLOD")
	CIVP DE 5  A_Playsound ("SHOTLOD")
	CIVP DE 5  A_Playsound ("SHOTLOD")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 8)
	CIVP DE 5  A_Playsound ("SHOTLOD")
	CIVP DE 5  A_Playsound ("SHOTLOD")
	CIVP DE 5  A_Playsound ("SHOTLOD")
	CIVP DE 5  A_Playsound ("SHOTLOD")
	TNT1 A 0 A_PlaySound ("SHOTPUMP")
	Goto SeeLoop
  Pain:
    CIVP G 3
    CIVP G 3 A_Pain
    Goto SeeLoop
  Death:
    CIVP H 5
    CIVP I 5 A_Scream
    CIVP J 5 A_NoBlocking
    CIVP KL 5
	CIVP M 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    CIVP N -1
    Stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	PGIB A 1 A_XScream
	PGIB B 2 A_NoBlocking
	PGIB CD 5
	PGIB E -1
	Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    CIVP L 5
    CIVP KJIH 5
    Goto See
     }

}