   Actor TerShotgun : GenericHumanScum 
       {
 
  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
 	   
	DropItem "HealthFlask" 40
	DropItem "ArmorCharge" 40
	DropItem "AmmoPack" 20
	DropItem "HandGrenadeAmmo" 50 1
	DropItem "MineAmmo" 25 1	   
	   
  Health 40
  Radius 20
  Height 56
  Mass 100
    Species "Z"
  +DOHARMSPECIES
  Speed 8
  PainChance 170
  Monster
  +FLOORCLIP
  Tag "Terrorist Shotgunner"
  Species "Shotgunner"
  Species "ALALA"
  SeeSound "Arab/See"
  PainSound "Arab/pain"
  DeathSound "Arab/death"
  ActiveSound "Arab/active"
  Obituary "%o was accidentially shot by member of moderate opposition"
  DropItem "Shotgun"
  States
  {
  Spawn:
	TNT1 A 0
	TNT1 A 0 NODELAY 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 ("AlaWRITER", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 69)
  Spawn2:
    IGI3 A 10 A_Look
    Loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUArab")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  KabeemCheck:
    TNT1 A 0 
    TNT1 A 0 A_JumpIfCloser (115, "Kabeem")
   Goto SeeLoop	
  Kabeem:	
    IGI3 G 30 A_PlaySound ("Arab/See")
	TNT1 A 0 A_SpawnItemEx ("AllaExplosion", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	TNT1 A 0 DamageThing (999)
   Goto XDeath	
  See:
     "####" A random(1,4)
	 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")
    IGI3 AABBCCDD 3 A_Chase
	TNT1 A 0 A_JumpIfHealthLower (12, "KabeemCheck")
	TNT1 A 0 A_TakeInventory ("GrenadeCoolDown", 1)
    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
	    IGI3 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))
	    IGI3 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))
	    IGI3 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
	    IGI3 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)) 
	    IGI3 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)) 
	    IGI3 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 (125, "GranataCheck")
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 30, JLOSF_DEADNOJUMP)
	Goto SeeLoop	
  Missile:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShoTCounter", 8, "Reload") 
    IGI3 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)
    IGI3 F 10 Bright A_FaceTarget
    IGI3 E 10
    Goto SeeLoop
  Accuracy:
    IGI3 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", 42, 4, random (-3,3))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
    IGI3 F 10 Bright A_FaceTarget 
    IGI3 E 10
    Goto SeeLoop
  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")
    IGI3 D 10 A_FaceTarget
	TNT1 A 0 A_PlaySound ("GRNTOSS", CHAN_WEAPON)	
	IGI3 E 8 A_CustomMissile ("BrownHandGrenade", 42, 0, random (-3,3), CMF_OFFSETPITCH, random (8, 12))
	TNT1 A 0 A_GiveInventory ("GrenadeCoolDown", 1)
	Goto SeeLoop		
  Reload:
    TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 1)
    IGI3 DE 6 A_PlaySound ("SHOTLOD")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 1)
	IGI3 DE 6 A_PlaySound ("SHOTLOD")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 1)
	IGI3 DE 6 A_PlaySound ("SHOTLOD")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 1)
	IGI3 DE 6 A_PlaySound ("SHOTLOD")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 1)
	IGI3 DE 6 A_PlaySound ("SHOTLOD")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 1)
	IGI3 DE 6 A_PlaySound ("SHOTLOD")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 1)
	IGI3 DE 6 A_PlaySound ("SHOTLOD")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 1)
	IGI3 DE 6 A_PlaySound ("SHOTLOD")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 1)
	TNT1 A 0 A_Playsound ("SHOTPUMP")
	Goto SeeLoop
  Pain:
    IGI3 G 3
    IGI3 G 3 A_Pain
    Goto SeeLoop
  Death:
    IGI3 H 5
    IGI3 I 5 A_Scream
    IGI3 J 5 A_NoBlocking
    IGI3 K 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
    IGI3 L -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)
    IGI3 L 5
    IGI3 KJIH 5
    Goto See
     }

}



		Actor TerShotgunSpawner : RandomSpawner 
			{
			 DropItem TerShotgun
			 DropItem TerShotgunDarkGreen
			 DropItem TerShotgunGrey
			 DropItem TerShotgunRed
			 DropItem TerShotgunYellow
			 DropItem TerShotgunBrown
			 DropItem TerShotgunWhite
			}
	   

Actor TerShotgunDarkGreen : TerShotgun 
  {	   
  Translation "112:127=121:127"
  }
 
 
 Actor TerShotgunGrey : TerShotgun 
    {
	Translation "112:127=96:111" 
	}

	 
  Actor TerShotgunRed : TerShotgun 
    {
	 Translation "112:127=168:191"
	}

	
  Actor TerShotgunYellow : TerShotgun 
  {
   Translation "112:127=160:167"
  }
  
 Actor TerShotgunBrown : TerShotgun 
    {
	Translation "112:127=64:79"
	}
	
 Actor TerShotgunWhite : TerShotgun 
    {
	Translation "112:127=80:95"
	 }