actor USNShotgunMilitarist : GenericHumanScum
{

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

  scale 1.0
  obituary "%o was shot in terms of the self-defense by the patriotic professional shotgunner, who was self-defending democracy"
  health 34
  radius 15
  height 54
  mass 100
  speed 10
    Species "Z"
  +DOHARMSPECIES
  painchance 140
  SeeSound "UsNMilitarist5/see"
  PainSound "USM5PA01"
  DeathSound "Manhunt/Death"
  ActiveSound "USNMilitarist/Active" 
  dropitem "Shotgun"
  Tag "USN Shotgun militarist"
  MONSTER
  +FLOORCLIP
  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)
  Spawn2:
    CNSG T 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUUSNMilitarist5")
	 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")
    CNSG 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
	    CNSG 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))
	    CNSG 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))
	    CNSG 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
	    CNSG 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)) 
	    CNSG 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)) 
	    CNSG AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
	Retreat:	
	 TNT1 A 0 A_ChangeFlag ("Frightened", true)
	 CNSG AABBCCDD 2 A_Chase
	 TNT1 A 0 A_JumpIfTargetInLos ("Engaging", 0, JLOSF_DEADNOJUMP, 340)
	 CNSG AABBCCDD 2 A_Chase
	 TNT1 A 0 A_CheckSight ("AlphaBravo")
	 TNT1 A 0 A_GiveInventory ("MovingCounter", 1)
	 TNT1 A 0 A_JumpIfInventory ("MovingCounter", 8, "Engaging")
	Loop 
	Engaging:
    TNT1 A 0
    TNT1 A 0 A_TakeInventory ("MovingCounter", 15)
    CNSG E 5 A_FaceTarget
   Goto MissileCheck
	RetreatStop:
	    TNT1 A 0
		TNT1 A 0 A_Changeflag ("FRIGHTENED", false)
	   Goto SeeLoop+1
	 Retreat:
	    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true)
	    CNSG AABBCCDDAABBCCDDAABBCCDD 2 A_Chase ("", "")
	   Goto RetreatStop	
  AlphaBravo:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 8, "Reload")
    CSGA E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	CSGA E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	CSGA E 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	TNT1 A 0 A_Jump (1, "SeeLoop")
   Loop
  MissileAmbush:
    CSGA EE 4 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1000)
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 500)		
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop		
  Missile:
    CNSG E 8 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 500)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_CLOSENOJUMP | JLOSF_DEADNOJUMP, 0, 1000)
	CSGA E 6 A_FaceTarget
	TNT1 A 0 A_JumpIfInTargetLos ("MidEvade", 15, JLOSF_DEADNOJUMP)
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 42, 5, random (-4,4))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	CSGA F 4 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 8, "Reload")
	CSGA E 14 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, 5, random (-6,6))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	CSGA F 4 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 8, "Reload")
    TNT1 A 0 A_MonsterRefire (15, "AlphaBravo")
   Loop
  LongRange:
    CSGA E 36 A_FaceTarget
	TNT1 A 0 A_JumpIfInTargetLos ("LongEvade", 15, JLOSF_DEADNOJUMP)
	TNT1 A 0 A_PlaySound ("BSHFR")
	TNT1 A 0 A_PlaySound ("BSHFRF", 6, 0.5, 0)
	TNT1 AAAAAAAA 0 A_CustomMissile ("ShotgunTracer", 42, 5, random (-2,2))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	CSGA F 4 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 8, "Reload")
	TNT1 A 0 A_MonsterRefire (15, "AlphaBravo")
   Loop
  CloseQuarters:
    CNSG E 7 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), CMF_OFFSETPITCH, random (-2,2))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	CNSG F 4 Bright A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 8, "Reload")
   Goto Retreat
  MidEvade:
    TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 8, "Reload")
    CNSG E 7 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), CMF_OFFSETPITCH, random (-2,2))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	CNSG F 4 Bright A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 8, "Reload")
	CNSG 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, 9, random (-6,6), CMF_OFFSETPITCH, random (-2,2))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	CNSG F 4 Bright A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 8, "Reload")
   Goto Retreat
  LongEvade:
    CSGA E 7 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, 5, random (-2,2), CMF_OFFSETPITCH, random (-1,1))
	TNT1 A 0 A_GiveInventory ("ShotgunShotCounter", 1)
	CSGA F 4 Bright A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotgunShotCounter", 8, "Reload")
   Goto Retreat 
  Reload: 
    CNSG DE 6 A_PlaySound ("SHOTLOD")
	CNSG DE 6 A_PlaySound ("SHOTLOD")
	CNSG DE 6 A_PlaySound ("SHOTLOD")
	TNT1 A 0 A_TakeInventory ("ShotgunShotCounter", 8)
	CNSG DE 6 A_PlaySound ("SHOTLOD")
	CNSG DE 6 A_PlaySound ("SHOTLOD")
	CNSG DE 6 A_PlaySound ("SHOTLOD")
	CNSG DE 6 A_PlaySound ("SHOTLOD")
	CNSG DE 6 A_PlaySound ("SHOTLOD")
	CNSG DE 4 A_PlaySound ("SHOTPUMP")
	TNT1 A 0 A_JumpIfInTargetLos ("MissileCheck", 1, JLOSF_DEADNOJUMP, 800, 0) 
	Goto SeeLoop	
  Pain:
    TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false) 
    CNSG H 3
    CNSG H 3 A_Pain
    goto SeeLoop
  Death:
    TNT1 A 0 A_Jump (100, "Death2") 
    CNSG I 5  A_Scream
    CNSG J 5 A_NoBlocking
    CNSG K 5 
    CNSG L 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    CNSG M -1
    stop
  Death2:
    CNSG N 5  A_Scream
    CNSG O 5 A_NoBlocking
    CNSG P 5 
    CNSG Q 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
    CNSG R -1
    stop
  XDeath:
    TNT1 A 0
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    CNSX A 5
    CNSX B 5 A_XScream
    PGIB C 5 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)
	CNSG MLKJI 5
   Goto See	
  Idle:
    CNSG AA 4 A_Wander
    CNSG A 0 A_Look
    CNSG BB 4 A_Wander
    CNSG A 0 A_Look
    CNSG CC 4 A_Wander
    CNSG A 0 A_Look
    CNSG DD 4 A_Wander
    CNSG A 0 A_Look
    loop
  }
}



	