Actor USNLightPistolMilitarist : GenericHumanScum  
{

 //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------

DropItem "HealthFlask" 40
DropItem "ArmorCharge" 40
DropItem "AmmoPack" 20
DropItem "HandGrenadeAmmo" 50 1
DropItem "MineAmmo" 25 1


Health 20
Monster
Radius 20
Height 56
Speed 11
PainChance 199
Monster
Species "Z"
+DOHARMSPECIES
MinMissileChance 90
seesound "USNMilitarist1/See"
painsound "USNMilitarist1/Pain"
deathsound "Manhunt/Death"
activesound "USNMilitarist1/Active"
Tag "USN Light pistol militarist"
Translation "112:127=152:159", "192:207=128:143"
scale 1.0
Obituary "%o was used as a target practice dummy by the USN light pistol militarist"
//+DROPOFF
DropItem "Clip"
  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(-0.08, 0.08), scaleY+frandom(-0.08,0.08)) 
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
  Spawn2:	
	CWPI T 10 A_Look
	loop	
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUUSNMilitarist1")
	 Goto Spawn+2
  VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3	  
	See:
	 "####" A random(1,6)
	 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_Jump (170, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
	 CWPI AABB 3 A_Chase
	 CWPI CCDD 3 A_Chase  
	Loop	
  CheckReload:
    TNT1 A 0 A_Jump (250, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("PistolShotCounter", 8, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    CWPI AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		TNT1 A 0 A_Jump (50, "DodgeRight")
		Goto SeeLoop+2
	DodgeLeftF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (-8,-3))
	    CWPI AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (120, "MissileCheck")
		Goto SeeLoop+2
    DodgeLeftB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil (random (3,8))
	    CWPI AABBCCDD 2 ThrustThing(angle*256/360+192, 1, 0, 0)
		TNT1 A 0 A_Jump (185, "MissileCheck")
		Goto SeeLoop+2
	DodgeRight:
	    TNT1 A 0 A_FaceTarget
	    CWPI AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+2
	DodgeRightF:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (-8,-3)) 
	    CWPI AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (100, "MissileCheck")
		Goto SeeLoop+2
	DodgeRightB:
	    TNT1 A 0 A_FaceTarget
	    TNT1 A 0 ThrustThingZ (0, 15, 0, 0)
	    TNT1 A 0 A_Recoil ( random (3,8)) 
	    CWPI AABBCCDD 2 ThrustThing(angle*256/360+64, 1, 0, 0)
		TNT1 A 0 A_Jump (185, "MissileCheck")
		Goto SeeLoop+2
	AlphaBravo:
    TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
    CWPI F 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	CWPI F 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	CWPI F 4 A_FaceTarget
	TNT1 A 0 A_Chase ("", "MissileAmbush", CHF_DONTMOVE)
	TNT1 A 0 A_Jump (1, "SeeLoop")
   Loop
  MissileAmbush:
    CWPI FF 4 A_FaceTarget		
  MissileCheck:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile", 0, JLOSF_DEADNOJUMP)
	Goto SeeLoop		
 Missile:
    TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
	CWPI E 6 A_FaceTarget
	TNT1 A 0 A_JumpIfTargetInLos ("CloseQuarters", 0, JLOSF_DEADNOJUMP, 500)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 1000)
	CWPI F 9 A_FaceTarget
    TNT1 A 0 A_Playsound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("LightPistolTracer", 45, 0, random (-1,1))
	CWPI G 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
	CWPI F 9 A_FaceTarget
    TNT1 A 0 A_Playsound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("LightPistolTracer", 45, 0, random (-1,1))
	CWPI G 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
	TNT1 A 0 A_MonsterRefire (2, "AlphaBravo")
	CWPI F 9 A_FaceTarget
    TNT1 A 0 A_Playsound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("LightPistolTracer", 45, 0, random (-1,1))
	CWPI G 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
	CWPI F 9 A_FaceTarget
    TNT1 A 0 A_Playsound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("LightPistolTracer", 45, 0, random (-1,1))
	CWPI G 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
   Goto SeeLoop
 CloseQuarters:
    CWPI F 9 A_FaceTarget
    TNT1 A 0 A_Playsound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("LightPistolTracer", 45, 0, random (-1,1))
	CWPI G 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
	TNT1 A 0 A_MonsterRefire (2, "AlphaBravo")
	CWPI F 9 A_FaceTarget
    TNT1 A 0 A_Playsound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("LightPistolTracer", 45, 0, random (-1,1))
	CWPI G 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
	TNT1 A 0 A_MonsterRefire (2, "AlphaBravo")
   Goto SeeLoop
 LongRange:
    CWPI F 27 A_FaceTarget
    TNT1 A 0 A_Playsound ("BYPFR")
	TNT1 A 0 A_PlaySound ("BYPFRF", 6, 0.5, 0)
	TNT1 A 0 A_CustomMissile ("LightPistolTracer", 45, 0)
	CWPI G 3 BRIGHT A_FaceTarget
	TNT1 A 0 A_GiveInventory ("LightPistolShotCounter", 1)
	TNT1 A 0 A_JumpIfInventory ("LightPistolShotCounter", 8, "Reload")
	TNT1 A 0 A_MonsterRefire (2, "AlphaBravo")
   Loop	
 Reload:
    CWPI F 17
	TNT1 A 0 A_PlaySound ("LPISOUT")
	TNT1 A 0 A_TakeInventory ("LightPistolShotCounter", 8)
	CWPI E 24
	TNT1 A 0 A_PlaySound ("LPISIN")
	CWPI F 22
	TNT1 A 0 A_PlaySound ("LPISREAD")
	CWPI E 5
	TNT1 A 0
	Goto SeeLoop
 MissileCheck2:
    TNT1 A 0 A_JumpIfTargetInLos ("Missile")
	Goto SeeLoop
 Pain:
	CWPI H 3
	CWPI H 3 A_Pain
	Goto SeeLoop
 Death:
	CWPI I 5 A_Scream
	CWPI J 5 A_NoBlocking
	CWPI K 5
	CWPI L 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
	CWPI M -1
	Stop
  Raise:
    TNT1 A 0 
    TNT1 A 0 A_SpawnItemEx ("NanoResEffect", 0, 0, 15, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
	CWPI MLKJI 5
   Goto See	
  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 5 A_NoBlocking
    PGIB D 5
    PGIB E -1
    Stop	
    }
}	


	Actor USNLightPistolMilitaristSpawner : RandomSpawner 
		{
		 DropItem USNLightPistolMilitarist
		 DropItem USNLightPistolMilitaristHakiNavy
		 DropItem USNLightPistolMilitaristBlack
		 DropItem USNLightPistolMilitaristGreyNavy
		}
		
		
		
		
		
	Actor USNLightPistolMilitaristHakiNavy : USNLightPistolMilitarist 
		{
		 Translation "112:127=5:12", "192:207=240:247"
		}

	Actor USNLightPistolMilitaristBlack : USNLightPistolMilitarist
		{
		 Translation "112:127=152:159", "192:207=5:8"
		}
		
	
	Actor USNLightPistolMilitaristGreyNavy : USNLightPistolMilitarist 
		{
		 Translation "112:127=96:111", "192:207=240:247"
		}
		

		
		
		
	

	