Actor SkyrimGunner : GenericHumanScum 
   {
  scale 1.0
  +NODROPOFF
  MaxDropoffHeight 69
  obituary "%o installed too many mods on Skyrim"
  health 80
  radius 15
  height 54
  Species "Secret"
+DOHARMSPECIES
  mass 800
  speed 10
  Damage 2
  painchance 150
  SeeSound "Skyrim/See"
  PainSound "Skyrim/Pain"
  DeathSound "Skyrim/Death"
  ActiveSound "Skyrim/Active"
  dropitem "Clip"
  Tag "TooManyModsOnSkyrim"
  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")
				Spawn2:	
			        SKYR A 3 A_Look
				   Loop
			STFU:
     TNT1 A 0
	 TNT1 A 0 ACS_NamedExecute ("STFUSkyrim")
	 Goto Spawn+2
	   VanJump:
	 TNT1 A 0
	 TNT1 A 0  NODELAY ACS_NamedExecuteAlways ("VanillaHeights")
	Goto Spawn+3
			   See:
					TNT1 A 0 A_Jump (70, "DodgeLeft", "DodgeRight", "DodgeLeftF", "DodgeLeftB", "DodgeRightF", "DodgeRightB")
					TNT1 A 0 A_Jump (180, "MissileCheck")
			   SeeLoop:
			        SKYR AABBCCDD 3 A_Chase
				   Loop
					DodgeLeft:
						TNT1 A 0 A_FaceTarget
						SKYR 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))
						SKYR 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))
						SKYR 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
						SKYR 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)) 
						SKYR 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)) 
						SKYR 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:
			        SKYR D 10 A_FaceTarget
					TNT1 A 0 A_JumpIfCloser (200, "Shout")	
			   MissileLoop:		
					SKYR EF 1 Bright
					TNT1 A 0 A_Playsound ("PUMGUNF3", CHAN_WEAPON, 1.0)
					TNT1 A 0 A_CustomMissile ("AKTracer", 34, 8, random (-5,5))
					TNT1 A 0 A_JumpIfCloser (200, "Shout")	
					SKYR EF 1 Bright A_CPosRefire
				   Loop
			  Shout:
				    TNT1 A 0 A_PlaySound ("SKYRMATT", Chan_VOICE)
					SKYR G 15 A_FaceTarget
					SKYR CD 8 A_CustomMissile ("ShoutWave", 50, 0)
			  StopThat:
			        TNT1 A 0 A_StopSound (CHAN_WEAPON)
					Goto SeeLoop	   
				Pain:
				    SKYR G 6 A_Pain
					TNT1 A 0 A_StopSound (CHAN_WEAPON)
				   Goto SeeLoop
				Death:
				    TNT1 A 0 A_StopSound (CHAN_WEAPON)
				    SKYR H 4 A_Scream
					SKYR I 4 A_Noblocking
					SKYR JKL 4
					SKYR M 4 A_Playsound ("FallingBodyLight", CHAN_BODY)
					SKYR N -1
				   Stop
				 XDeath:
					TNT1 A 0
					TNT1 A 0 A_SpawnItemEx ("VgavnonahCore", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)
					SKYR H 1
					SKYR H 2 A_XScream
					PGIB A 5 A_NoBlocking
					PGIB BCD 5
					PGIB E -1
					Stop	
		}
   }
   
   
   actor Shoutwave
	{
	renderstyle add
	alpha 0.5
	scale 0.2
	Damage (3)
	+RIPPER
	-BLOODSPLATTER
	Projectile
	Speed 20 
	states
		{
		Spawn:
		TNT1 A 0 A_RadiusThrust (1500, 100)
		BFS7 A 1 bright A_FadeOut(0.05,1)
		TNT1 A 0 A_SetScale(scalex+0.05,scaley+0.05)
		loop
		}
	}
	   
	  