ACTOR NazPunkShotgunner : GenericHumanScum 
{

  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
 	   
	DropItem "HealthFlask" 40
	DropItem "ArmorCharge" 40
	DropItem "AmmoPack" 20
	DropItem "HandGrenadeAmmo" 50 1
	DropItem "MineAmmo" 25 1

  Health 50
  Radius 20
  Height 56
  Mass 100
  Speed 10
  PainChance 175
  Species "Z"
  +DOHARMSPECIES
  Monster
  +FLOORCLIP
  Tag "Shotgun Right Winged Punk"
  SeeSound "NazPunk/See"
  ActiveSound "NazPunk/active"
  PainSound "NazPunk/pain"
  DeathSound "NazPunk/death"
  Obituary "%o was Oi'd by the right winged Punk Shotgunner"
  //+DROPOFF
  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(-0.03, 0.03), scaleY+frandom(-0.08,0.08))
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
	TNT1 A 0 A_SpawnItemEx ("BydloWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
  Spawn2:
    X1JU A 10 A_Look
    Loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUNazPunk")
	 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")
    X1JU AABBCCDD 3 A_Chase
    Loop
  CheckReload:
    TNT1 A 0 A_Jump (125, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 8, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    X1JU 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))
	    X1JU 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))
	    X1JU 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
	    X1JU 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)) 
	    X1JU 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)) 
	    X1JU AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	Retreat:
		TNT1 A 0
		TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true)
		TNT1 A 0 A_playSound ("NazPunkScared")  
	   Goto Retreating
	Retreating:
		X1JU AABBCCDD 2 A_Chase
		TNT1 A 0 A_CheckSight ("Brave")
		TNT1 A 0 A_JumpIfCloser (200, "Brave")
	   Loop
	Brave:
		TNT1 A 0 A_ChangeFlag ("FRIGHTENED", False)
		TNT1 A 0 A_Playsound ("PU11SE16", CHAN_VOICE)
		X1JU E 12 A_FaceTarget
		//TNT1 A 0 A_JumpIfTargetInLos ("RapidFire", 0)
	   Goto Reload+1	
  MissileCheck:
	TNT1 A 0 A_JumpIfInventory ("GrenadeCoolDown", 1, 2)
	TNT1 A 0 A_Jump (100, "MollyCheck")
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP )
	Goto SeeLoop	
  Missile:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 8, "Reload") 
    X1JU E 18 A_FaceTarget
	TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1) 
	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", 32, 9, random (-7,7))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    X1JU F 10 Bright 
    X1JU E 10
    Goto SeeLoop
  Accuracy:
    X1JU 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, 9, random (-4,4))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    X1JU F 10 Bright A_FaceTarget
    X1JU E 10
    Goto SeeLoop
  RapidFire:
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 8, "Reload") 
    X1JU E 15 A_FaceTarget
	TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1) 
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 32, 9, random (-7,7))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    X1JU F 7 Bright A_FaceTarget 
    X1JU E 7 A_SpidRefire
	Loop
  MollyCheck:
	TNT1 A 0 A_JumpIfTargetInLos ("Molly", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 700, 325)
 Goto SeeLoop
 Molly:
	TNT1 A 0 	 
	X1JU D 5 Bright
	X1JU E 4 Bright A_CustomMissile ("Molotow1", 42, 0, random (-4,4), CMF_OFFSETPITCH, random (10, 15))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 3)	
 Goto SeeLoop	
  Reload:
	TNT1 A 0 A_JumpIfHealthLower (25, "Retreat")
    X1JU DE 8 A_PlaySound ("SHOTLOD")
	X1JU DE 8 A_PlaySound ("SHOTLOD")
	X1JU DE 8 A_PlaySound ("SHOTLOD")
	X1JU DE 8 A_PlaySound ("SHOTLOD")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 8)
	X1JU DE 8 A_PlaySound ("SHOTLOD")
	X1JU DE 8 A_PlaySound ("SHOTLOD")
	X1JU DE 8 A_PlaySound ("SHOTLOD")
	X1JU DE 8 A_PlaySound ("SHOTLOD")
	TNT1 A 0 A_Playsound ("SHOTPUMP")
	Goto SeeLoop
  Pain:
    X1JU G 3 A_Jump (1, 2)
	TNT1 A 0 A_JumpIfInTargetLos ("Retreat", 10, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 420) 
    X1JU G 3 A_Pain
    Goto SeeLoop
  Death:
    X1JU H 5
    X1JU I 5 A_Scream
    X1JU J 5 A_NoBlocking
    X1JU KL 3
	X1JU M 3 A_Playsound ("FallingBodyGear", CHAN_BODY)
    X1JU N -1
    Stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    SPOS M 5
	SPOS N 5 A_XScream
	SPOS Q 2 A_NoBlocking
	SPOS RST 5
	SPOS U -1
	Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    X1JU L 5
    X1JU KJIH 5
    Goto See
  }
}


