ACTOR USNLowRifleMilitarist : GenericHumanScum 
{

  //----------------------------COMPLEX DOOM COMPATIBILITY DROPS------------------------
 	   
	DropItem "HealthFlask" 40
	DropItem "ArmorCharge" 40
	DropItem "AmmoPack" 20
	DropItem "HandGrenadeAmmo" 50 1
	DropItem "MineAmmo" 25 1
 
  Health 24
  Radius 20
  Height 56
  Mass 100
  Speed 10
  PainChance 170
    Species "Z"
  +DOHARMSPECIES
  Monster
  +FLOORCLIP
  SeeSound "USNMilitarist6/See"
  Tag "Rifle Militarist"
  PainSound "USNMilitarist6/Pain"
  DeathSound "Manhunt/Death"
  ActiveSound "USNMilitarist6/Active"
  Obituary "%o was gunned down by the civilian with uncivilised views, who was slightly excited about the Second Amendment"
  //+DROPOFF
  +JUMPDOWN
  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(-0.03, 0.03), scaleY+frandom(-0.08,0.08))
	TNT1 A 0 A_SpawnItemEx ("HumanTrails", 0, 0, 0)
  Spawn2:
    USLR A 10 A_Look
    Loop
  STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUUSNMilitarist6")
	 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_JumpIfInventory ("ShotCounter", 8, "Reload")
	TNT1 A 0 A_Jump (199, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
    USLR AABBCCDD 3 A_Chase
    Loop
  CheckReload:
    TNT1 A 0 A_Jump (150, "CheckReload2")
 	Goto SeeLoop+1
  CheckReload2:
    TNT1 A 0 A_JumpIfInventory ("ShotCounter", 8, "Reload")
	Goto SeeLoop+1
  DodgeLeft:
        TNT1 A 0 A_FaceTarget
	    USLR 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))
	    USLR 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))
	    USLR 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
	    USLR 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)) 
	    USLR 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)) 
	    USLR 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:
    USLR E 2 A_FaceTarget
    TNT1 A 0 A_JumpIfInventory ("ShotCounter", 8, "Reload")
	TNT1 A 0 A_JumpIfTargetInLos ("RapidFire", 0, JLOSF_DEADNOJUMP, 450, 0)
	TNT1 A 0 A_JumpIfTargetInLos ("LongRange", 0, JLOSF_DEADNOJUMP | JLOSF_CLOSENOJUMP, 0, 800)
  MissileLoop:	
	USLR E 12 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 8, "Reload")
	TNT1 A 0 A_PlaySound ("USNGUNFI", CHAN_WEAPON)
	TNT1 A 0 A_PlaySound ("USNGUNFF", 6, 0.5, 0)
	USLR F 4 Bright A_CustomMissile ("USNRifleTracer", 32, 9, random (-4,4))
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	USLR E 10 A_FaceTarget
	TNT1 A 0 A_Jump (120, "SeeLoop")
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
   Loop
  RapidFire:
    USLR E 12 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 8, "Reload")
	TNT1 A 0 A_PlaySound ("USNGUNFI", CHAN_WEAPON)
	TNT1 A 0 A_PlaySound ("USNGUNFF", 6, 0.5, 0)
	USLR F 4 Bright A_CustomMissile ("USNRifleTracer", 32, 9, random (-6,6))
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	USLR E 7 A_FaceTarget
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
   Loop
  LongRange:
    USLR E 22 A_FaceTarget
	TNT1 A 0 A_JumpIfInventory ("ShotCounter", 8, "Reload")
	TNT1 A 0 A_PlaySound ("USNGUNFI", CHAN_WEAPON)
	TNT1 A 0 A_PlaySound ("USNGUNFF", 6, 0.5, 0)
	USLR F 4 Bright A_CustomMissile ("USNRifleTracer", 32, 9, random (-3,3))
	TNT1 A 0 A_GiveInventory ("ShotCounter", 1)
	USLR E 12 A_FaceTarget
	TNT1 A 0 A_MonsterRefire (40, "SeeLoop")
   Loop
  Reload:
	USLR DE 15
	TNT1 A 0 A_PlaySound ("LRIFOPN")
	TNT1 A 0 A_TakeInventory ("ShotCounter", 8)
	USLR E 26
	TNT1 A 0 A_PlaySound ("LRIFCLOS")
	USLR D 12
	USLR E 18
	Goto SeeLoop
  Pain:
    USLR H 3
    USLR H 3 A_Pain
    Goto SeeLoop
  Death:
    USLR I 5
    USLR J 5 A_Scream
    USLR K 5 A_NoBlocking
    USLR L 5 A_Playsound ("FallingBodyLight", CHAN_BODY)
    USLR M -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)
    USLR M 5
    USLR LKJI 5
    Goto See
  }
}




	Actor USNRifleTracer 
{
	Projectile
	Damage (14)
	+FORCEXYBILLBOARD
	+DONTSPLASH
	+BLOODSPLATTER
	+SKYEXPLODE
	+NOEXTREMEDEATH
	radius 2
	height 2
	speed 20
	renderstyle Add
	alpha 0.9
	scale .15
	 States
     {
	  Spawn:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("PotentialProjectileHider", 0,0,0)
	  Spawn2:
	    TRAC A 1 Bright A_PlaySound ("Bullet/Fly", 0, 1.0, true)
		Loop
	  Crash: 	
	  Death:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ProjectileIsDead", 0,0,0)
	    TNT1 A 0 A_Playsound ("Bullet/Impact")
		TNT1 A 0 A_Jump (100, "D2")
		FX57 CDEFGHI 1 BRIGHT
		Stop
	  D2:
	    FX58 CDEFGHI 1 BRIGHT
		Stop
	  XDeath:
	    TNT1 A 0
		TNT1 A 0 NoDelay ACS_NamedExecuteAlways("ProjectileIsDead", 0,0,0)
		TNT1 A 1
		Stop	
	 }
} 

