     actor ThunderStinger : GenericHumanScum
{
  scale 1.0
  obituary "%o was shocked by the stealth capabilities of the Thunder Stinger"
  health 135
  radius 15
  height 54
  mass 100
  speed 14 
  MinMissileChance 1
  +MISSILEMORE
  +MISSILEEVENMORE
  Species "Spectre"
  +DOHARMSPECIES
  painchance 180
  SeeSound "Taser/see"
  PainSound "TactIncinerator/pain"
  DeathSound "TactIncinerator/Death"
  ActiveSound "Taser/Active" 
  Tag "Thunder Stinger"
  MONSTER
  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(-0.08,0.08))
  Spawn2:
    STLT A 10 A_Look
    loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUTaser")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	 
  See:
    "####" A random(1,4)
	 TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF")
	 TNT1 A 0 A_Jump (180, "MissileCheck")		
  SeeLoop:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
	TNT1 A 0 A_StopSound (CHAN_WEAPON)
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeRightF")
    STLT AABBCCDD 3 A_Chase
	TNT1 A 0 A_JumpIfCloser (1450, "StealthOn")
    loop
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    STLT 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))
	    STLT 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
	    STLT 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)) 
	    STLT AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (228, "MissileCheck")
		Goto SeeLoop+1
   StealthOn:
	   STLT E 1 A_SetTranslucent (0.8,1)
	   TNT1 A 0 A_SpawnItemEx ("ThorWeaveOrbFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	   TNT1 A 0 A_SpawnItemEx ("OrbDischargeLightning", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	   STLT E 1 A_SetTranslucent (0.6,1)
	   TNT1 A 0 A_SpawnItemEx ("OrbDischargeLightning", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	   STLT E 1 A_SetTranslucent (0.4,1)
	   TNT1 A 0 A_SpawnItemEx ("OrbDischargeLightning", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	   STLT E 1 A_SetTranslucent (0.05,1)
	   TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
	   Goto StealthMovement
	 StealthMovement:
	   TNT1 A 0 
	   TNT1 A 0 A_JumpIfTargetInLos ("UnStealth", 0, JLOSF_DEADNOJUMP, 285)
	   TNT1 A 0 A_Jump (185, 2)
	   TNT1 A 0 A_SpawnItemEx ("OrbDischargeLightning", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	   STLT AABBCCDD 2 Bright A_Chase ("", "")
	   Loop
	 StealthMovementReady:
	   TNT1 A 0 A_TakeInventory ("MovingCounter", 15)
	   TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
	  Goto StealthMovement  
	 UnStealth:
	   STLT E 1 A_SetTranslucent (0.07, 1)
	   TNT1 A 0 A_SpawnItemEx ("OrbDischargeLightning", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	   STLT E 1 A_SetTranslucent (0.2, 1)
	   TNT1 A 0 A_SpawnItemEx ("OrbDischargeLightning", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	   STLT E 1 A_SetTranslucent (0.4, 1)
	   TNT1 A 0 A_SpawnItemEx ("OrbDischargeLightning", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	   STLT E 1 A_SetTranslucent (0.8, 1)
	   STLT E 1 A_SetTranslucent (1, 0)
	   Goto Electro
	 StealthOnRetreat:
	   TNT1 A 0 A_StopSound (4)
	   TNT1 A 0 A_ChangeFlag ("FRIGHTENED", true)
	   STLT E 1 A_SetTranslucent (0.8,1)
	   TNT1 A 0 A_SpawnItemEx ("ThorWeaveOrbFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	   TNT1 A 0 A_SpawnItemEx ("OrbDischargeLightning", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	   STLT E 1 A_SetTranslucent (0.6,1)
	   TNT1 A 0 A_SpawnItemEx ("OrbDischargeLightning", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	   STLT E 1 A_SetTranslucent (0.4,1)
	   TNT1 A 0 A_SpawnItemEx ("OrbDischargeLightning", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	   STLT E 1 A_SetTranslucent (0.05,1)
	  StealthRetreat:
	   TNT1 A 0 A_JumpIfInventory ("MovingCounter", 15, "StealthMovementReady")
	   TNT1 A 0 A_Jump (185, 2)
	   TNT1 A 0 A_SpawnItemEx ("OrbDischargeLightning", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	   STLT AABBCCDD 2 Bright A_Chase ("", "")
	   TNT1 A 0 A_GiveInventory ("MovingCounter", 1)
	   Loop 
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Unstealth", 0, JLOSF_DEADNOJUMP)
	Goto StealthOn		
  Missile:
	TNT1 A 0
	TNT1 A 0 A_JumpIfCloser (285, "Electro")
	Goto SeeLoop
  Electro:
    TNT1 A 0 A_TakeInventory ("ShotCounter", 8)
	TNT1 A 0 A_TakeInventory ("MovingCounter", 15)
	STLT E 9 A_FaceTarget
	TNT1 A 0 A_Playsound ("ELBURST")
	TNT1 A 0 A_Playsound ("BZZZ")
	STLT F 6 BRIGHT A_FaceTarget
  ElectroLoop:
	TNT1 A 0
	//TNT1 A 0 A_CustomRailgun((1), 9,"None","None",RGF_SILENT|RGF_FULLBRIGHT,0,3,"None",Random(3,6),Random(2,4),120,0.1,0,0,"ElectricArc")
	//TNT1 A 0 A_CustomRailgun((1), 9,"None","None",RGF_SILENT|RGF_FULLBRIGHT,0,2,"None",Random(2,4),Random(2,4),120,0.1,0,0,"ElectricArc")
	STLT F 1 BRIGHT A_CustomRailgun((10), 9,"None","None",RGF_SILENT|RGF_FULLBRIGHT | RGF_NOPIERCING,0,3,"DONTBLEEDFUCKER",Random(1,35),Random(1,35),300,0.1,0,0,"StingerArc", 0)
	STLT F 1 BRIGHT A_CustomRailgun((10), 9,"None","None",RGF_SILENT|RGF_FULLBRIGHT | RGF_NOPIERCING,0,3,"DONTBLEEDFUCKER",Random(1,35),Random(1,35),300,0.1,0,0,"StingerArc", 0)
	STLT F 2 BRIGHT A_CustomRailgun((10), 9,"None","None",RGF_SILENT|RGF_FULLBRIGHT | RGF_NOPIERCING,0,3,"DONTBLEEDFUCKER",Random(1,35),Random(1,35),300,0.1,0,0,"StingerArc", 0)
	TNT1 A 0 A_MonsterRefire (25, "StealthOnRetreat")
	STLT F 2 BRIGHT A_CustomRailgun((8), 9,"None","None",RGF_SILENT|RGF_FULLBRIGHT | RGF_NOPIERCING,0,3,"DONTBLEEDFUCKER",Random(1,35),Random(1,35),300,0.1,0,0,"StingerArc", 0)
	STLT F 1 BRIGHT A_CustomRailgun((6), 9,"None","None",RGF_SILENT|RGF_FULLBRIGHT | RGF_NOPIERCING,0,3,"DONTBLEEDFUCKER",Random(1,35),Random(1,35),300,0.1,0,0,"StingerArc", 0)
	TNT1 A 0 A_MonsterRefire (25, "StealthOnRetreat")
	STLT F 1 BRIGHT A_CustomRailgun((6), 9,"None","None",RGF_SILENT|RGF_FULLBRIGHT | RGF_NOPIERCING,0,3,"DONTBLEEDFUCKER",Random(1,35),Random(1,35),300,0.1,0,0,"StingerArc", 0)
	TNT1 A 0 //A_CustomMissile ("ShockContent", 32, 0) 
	STLT F 2 BRIGHT
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 8, "StealthOnRetreat")
	TNT1 A 0 A_JumpIfTargetInLos ("StealthOnRetreat" ,1, JLOSF_CLOSENOJUMP, 0, 285)
	TNT1 A 0 A_MonsterRefire (25, "StealthOnRetreat")
	Loop
  Pain:
	TNT1 A 0
	TNT1 A 0 A_ChangeFlag ("FRIGHTENED", false)
	TNT1 A 0 A_TakeInventory ("Movingcounter", 15)
	TNT1 A 0 A_StopSound (CHAN_WEAPON)
    STLT H 1 A_SetTranslucent (0.4, 1)
	TNT1 A 0 A_SpawnItemEx ("OrbDischargeLightning", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	STLT H 1 A_SetTranslucent (0.2, 1)
	TNT1 A 0 A_SpawnItemEx ("OrbDischargeLightning", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	STLT H 1 A_SetTranslucent (1.0, 1)
    STLT H 3 A_Pain
    goto SeeLoop
  Death:
	TNT1 A 0
	TNT1 A 0 A_StopSound (CHAN_WEAPON)
    STLT I 5 A_Scream
	TNT1 A 0 A_SpawnItemEx ("OrbDischargeLightning", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    STLT I 1 A_NoBlocking
    ZSM2 J 5 A_SetTranslucent (1.0, 0) 
    ZSM2 K 5 A_Playsound ("FallingBodyGear", CHAN_BODY)
	ZSM2 L -1
    stop
  XDeath:
    TNT1 A 0
	TNT1 A 0 A_StopSound (1)
    TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
    PGIB A 5 A_SetTranslucent (1.0, 0)
    PGIB B 5 A_XScream
    PGIB C 3 A_NoBlocking
    PGIB D 2
    PGIB E -1
    Stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	ZSM2 LKJ 5
	STLT IH 4
   Goto See	
  Idle:
    STLT AA 4 A_Wander
    STLT A 0 A_Look
    STLT BB 4 A_Wander
    STLT A 0 A_Look
    STLT CC 4 A_Wander
    STLT A 0 A_Look
    STLT DD 4 A_Wander
    STLT A 0 A_Look
    loop
  }
}




	



	Actor StingerArc
		{
		 +NOINTERACTION
		 +THRUACTORS
		 +DONTSPLASH
		 +CLIENTSIDEONLY
		 +BLOODLESSIMPACT
		 -BLOODSPLATTER
		 Renderstyle Add
		 Alpha 0.3
		 Scale 0.055
		 States
			 {
			  Spawn:
				 TNT1 A 0
				 TNT1 A 0 //A_SpawnItemEx ("StingerLightningFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)	
				 EARC ABC 1 BRIGHT A_SpawnItemEx ("StingerLightningFlare", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION) 
			  Stop	 
			 }
		}
		
	
	
	
	  
		
	
