ACTOR ShotgunBandit : GenericHumanScum 
{

  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
 	   
	DropItem "HealthFlask" 40
	DropItem "ArmorCharge" 40
	DropItem "AmmoPack" 20
	DropItem "HandGrenadeAmmo" 50 1
	DropItem "MineAmmo" 25 1
 
  Health 35
  Radius 20
  Height 56
  Mass 100
  Speed 10
  PainChance 170
    Species "Z"
  +DOHARMSPECIES
  Monster
  +FLOORCLIP
  Species "Shotgunner"
  SeeSound "Band/Alert"
  Tag "Shotgun Bandit"
  PainSound "Band/pain"
  DeathSound "Band/death"
  ActiveSound "Band/active"
  Obituary "%o was Cheeki-Breeki-ed by the shotgun bandit in a fancy hoodie"
  //+DROPOFF
  +JUMPDOWN
  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:
    SHBA A 10 A_Look
    Loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUBand")
	 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", 6, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    SHBA AABBCCDD 3 A_Chase
    Loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 6, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    SHBA 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))
	    SHBA 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))
	    SHBA 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
	    SHBA 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)) 
	    SHBA 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)) 
	    SHBA 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", 0, JLOSF_DEADNOJUMP )
	Goto SeeLoop	
  Missile:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 6, "Reload")
    SHBA E 9 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("RandomFire", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 1199, 500)
	TNT1 A 0 A_JumpIfTargetInLos ("Accuracy", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1200)
	SHBA 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)
    SHBA F 6 Bright A_FaceTarget
    SHBA E 10
    Goto SeeLoop
  Accuracy:
    SHBA 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 (-3,3))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    SHBA F 6 Bright A_FaceTarget
    SHBA E 10 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 6, "Reload")
    Goto SeeLoop
  RandomFire:
    SHBA E 18 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 (-6,0))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    SHBA F 7 Bright
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 6, "Reload")
	TNT1 A 0 A_Jump (50, "RandomFire2") 
    SHBA E 18 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 (-6,6))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    SHBA F 7 Bright A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 6, "Reload")
	TNT1 A 0 A_Jump (100, "SeeLoop") 
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	Loop
  RandomFire2:
    SHBA E 18 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 (0,6))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    SHBA F 10 Bright A_FaceTarget 
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 6, "Reload")
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	SHBA E 18 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 (-6,6))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    SHBA F 6 Bright A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 6, "Reload")
	TNT1 A 0 A_Jump (100, "SeeLoop")
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
	Loop
  Reload:
    SHBA DE 7 A_Playsound ("SHOTLOD")
	SHBA DE 7 A_Playsound ("SHOTLOD")
	SHBA DE 7 A_Playsound ("SHOTLOD")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 6)
	SHBA DE 7 A_Playsound ("SHOTLOD")
	SHBA DE 7 A_Playsound ("SHOTLOD")
	SHBA DE 7 A_Playsound ("SHOTLOD")
	TNT1 A 0 A_Playsound ("SHOTPUMP")
	Goto SeeLoop
  Pain:
    SHBA G 3
    SHBA G 3 A_Pain
    Goto SeeLoop
  Death:
    SHBA H 5
    SHBA I 5 A_Scream
    SHBA J 5 A_NoBlocking
	TNT1 A 0 A_PlaySound ("FallingBodyLight")
    SHBA K 5
    SHBA 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
	PGIB B 5 A_XScream
	PGIB C 2 A_NoBlocking
	PGIB D 5
	PGIB E -1
	Stop
  Raise:
    TNT1 A 0 
	TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    SHBA L 5
    SHBA KJIH 5
    Goto See
  }
}


