
Actor SCOTRL : Inventory
{
Inventory.maxamount 1
}

Actor SCOUTAMMO : Ammo
{
Inventory.maxamount 6
Inventory.Icon "561IA0"
}

Actor SCOUT : FIST1 
{
	Weapon.AmmoUse1 0
	Weapon.AmmoUse2 0
	Weapon.AmmoGive 0
	Weapon.AmmoType1 "ClipHH"
	Weapon.AmmoType2 "SCOUTAMMO"
	Weapon.SlotNumber 4
	Scale 0.7
	Obituary "RIPEO FOERTE"
	Inventory.Pickupmessage "got a Scout"
	+WEAPON.NOAUTOFIRE
	+WEAPON.NOALERT
	Tag "Sniper"
	States
{

Spawn:
		tnt1 a 1
		boss a 0 A_SpawnItemEx("SCOUTI",0,0,0,FRANDOM(2,4),0,5,FRANDOM(350,370),SXF_NOCHECKPOSITION)
	Stop
			

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ALASPINASWACHO:
		5N1R a 1 Offset(-2,34)
		5N1R a 1 Offset(-10,42)
		5N1R a 1 Offset(-21,54)
		5N1R a 1 Offset(-31,66)
		5N1R a 1 Offset(-41,82)
		tnt1 a 2
		tmt1 a 0 Offset(2,32)
		boss x 0 A_TakeInventory("PUNCHIN",1)
		boss a 0 a_gunflash("Puchin")
		tnt1 aaaa 5
		5N1R a 1 Offset(-10,69)
		5N1R a 1 Offset(-8,66)
		5N1R a 1 Offset(-6,48)
		5N1R a 1 Offset(-4,42)
		5N1R a 1 Offset(-2,36)
		5N1R a 1 Offset(0,34)
		5N1R a 1 Offset(0,33)
		5N1R a 1 Offset(0,32)
		boss x 0 A_TakeInventory("PUNCHIN",1)
		boss a 0 A_Gunflash("CrossHair")
	goto ready

grenadetr:
		boss x 0 A_TakeInventory("lanzalaputog",1)
		fast a 0 A_JumpIfInventory("GrenadeItem",1,1)
	Goto Ready
		boss x 0 A_TakeInventory("GrenadeItem",1)
		5N1R a 1 Offset(0,33)
		5N1R a 1 Offset(0,34)
		5N1R a 1 Offset(0,36)
		5N1R a 1 Offset(0,42)
		5N1R a 1 Offset(0,48)
		5N1R a 1 Offset(0,54)
		5N1R a 1 Offset(0,60)
		5N1R a 1 Offset(0,66)
		5N1R a 1 Offset(0,72)
		5N1R a 1 Offset(0,82)
		tnt1 a 4
		boss x 0 A_TakeInventory("lanzalaputog",1)
		tmt1 a 0 Offset(0,32)
		boss a 0 a_gunflash("thorwgrenadewacho")
		tnt1 aaaaaa 8
		5N1R a 1 Offset(0,69)
		5N1R a 1 Offset(0,66)
		5N1R a 1 Offset(0,48)
		5N1R a 1 Offset(0,42)
		5N1R a 1 Offset(0,36)
		5N1R a 1 Offset(0,34)
		5N1R a 1 Offset(0,33)
		5N1R a 1 Offset(0,32)
		boss x 0 A_TakeInventory("lanzalaputog",1)
		boss a 0 A_Gunflash("CrossHair")
	goto ready
	
DawnForDaRoll:
		5N1R a 1 Offset(0,33)
		5N1R a 1 Offset(0,34)
		5N1R a 1 Offset(0,36)
		5N1R a 1 Offset(0,48)
		5N1R a 1 Offset(0,54)
		5N1R a 1 Offset(0,66)
		5N1R a 1 Offset(0,82)
		fast a 0 A_JumpIfInventory("RunCheckItem",1,"startrun")
		fast a 0 A_JumpIfInventory("MakeARoll",1,"RollingStones")
		Goto AltoLevanteTieneElGil
		
SosReDawnWacho:
		5N1R a 1 Offset(0,33)
		5N1R a 1 Offset(0,34)
		5N1R a 1 Offset(0,36)
		5N1R a 1 Offset(0,42)
		5N1R a 1 Offset(0,48)
		5N1R a 1 Offset(0,54)
		5N1R a 1 Offset(0,60)
		5N1R a 1 Offset(0,66)
		5N1R a 1 Offset(0,72)
		5N1R a 1 Offset(0,82)
	Goto ItemCheck
	
AltoLevanteTieneElGil:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,30)
		5N1R a 1 Offset(0,69)
		5N1R a 1 Offset(0,66)
		5N1R a 1 Offset(0,48)
		5N1R a 1 Offset(0,42)
		5N1R a 1 Offset(0,36)
		5N1R a 1 Offset(0,34)
		5N1R a 1 Offset(0,33)
		5N1R a 1 Offset(0,32)
		boss x 0 A_TakeInventory("MakeARoll",1)
		boss a 0 A_Gunflash("CrossHair")
	Goto Ready
	
	
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Select:
		boss a 0 a_zoomfactor(1)
		boss a 0 a_setpitch(pitch-0.02)
		boss a 0 A_Gunflash("CrossHair")
		boss x 0 A_TakeInventory("ZOOMED",1)
		boss x 0 A_TakeInventory("PUNCHIN",1)
		boss x 0 A_TakeInventory("lanzalaputog",1)
		5N1R A 1 A_Raise
	Loop
	
Deselect:
		boss a 0 a_zoomfactor(1)
		boss a 0 a_setpitch(pitch+0.02)
		boss x 0 A_TakeInventory("ENFRL",1)
		5N1R A 1 A_Lower
	Loop
	
Ready:
		boss a 0 A_ZoomFactor(1)
		boss a 0 ACS_NamedExecute("RCorrectorACS")
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,30)
		fast a 0 A_JumpIfInventory("ZOOMED",1,"ZReady")
		fast a 0 A_JumpIfInventory("UsoBASE",1,"SosReDawnWacho")
		fast a 0 A_JumpIfInventory("MakeARoll",1,"DawnForDaRoll")
		fast a 0 A_JumpIfInventory("PUNCHIN",1,"ALASPINASWACHO")
		fast a 0 A_JumpIfInventory("RunCheckItem",1,"DawnForDaRoll")	
		fast a 0 A_JumpIfInventory("lanzalaputog",1,"grenadetr")
		5N1R A 4 A_WeaponReady(WRF_AllowZoom|WRF_AllowReload)
		
	Loop

ZReady:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,10)
		boss a 0 A_ZoomFactor(2.8)
		5N1A G 1 A_WeaponReady(WRF_AllowZoom)
		boss a 0 ACS_NamedExecute("RCorrectorACS")
	Loop
		

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AltFire:
		fast a 0 A_JumpIfInventory("SCOTRL",1,"Cambio")
	Goto Ready
	
	
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Reload:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,30)
		fast a 0 A_JumpIfInventory("SCOUTAMMO",6,"Ready")
		fast a 0 A_JumpIfInventory("CLIPHH",1,1)
	Goto Ready
		5N1R a 1 Offset(0,32)
		boss a 0 A_playsound("SGCLICK",6,1.0)
SACALA:
		fast a 0 A_JumpIfInventory("SCOUTAMMO",0,0)
	Goto QUESIGABRO
		boss x 0 A_TakeInventory("SCOUTAMMO",1)
		boss y 0 A_GiveInventory("CLIPHH",1)
	Loop
QUESIGABRO:
		5N1R a 1 Offset(0,33)
		5N1R a 1 Offset(0,34)
		5N1R a 1 Offset(0,33)
		boss y 0 A_GiveInventory("AKRELOAD",1)
		boss a 0 A_playsound("MOVE",5,2.0)
		boss a 0 A_playsound("SGPUMP1",7,1.0)
		boss a 0 A_FireCustomMissile("SCOTclip",0,0,0,-15)
		boss y 0 A_Giveinventory("CrossHairUnt",9)
		5NRR AABBCCDEFGHHII 1 A_WeaponReady(WRF_Nofire)
		5NRR JJJJJJJ 5 A_WeaponReady(WRF_Nofire)
		boss y 0 A_GiveInventory("SCOTRL",1)
		boss a 0 A_playsound("SGCLICK",6,1.0)
Espera:
		5NRR J 1 A_WeaponReady
	Loop
CAMBIO:
		boss a 0 A_playsound("MOVE",5,2.0)
		5N1I ABDFGIIJJKKKLLLL 1
		boss a 0 A_playsound("SGCLICK",1,1.0)
		5N1I MNO 4
		boss y 0 A_Giveinventory("CrossHairUnt",16)
		boss a 0 A_playsound("SGPUMP1",1,1.0)
RELLENA:
		boss x 0 A_TakeInventory("ClipHH",1)
		boss y 0 A_GiveInventory("SCOUTAMMO",1)
		fast a 0 A_JumpIfInventory("SCOUTAMMO",6,"EndAnim")
		fast a 0 A_JumpIfInventory("ClipHH",1,"RELLENA")
	Goto EndAnim
EndAnim:
		5N1I OOPPPQQRRTUWXYZ 1
		boss a 0 A_playsound("MOVE",5,2.0)
		5NII ABCDE 1
		boss x 0 A_TakeInventory("ZOOMED",1)
		boss x 0 A_TakeInventory("PUNCHIN",1)
		boss x 0 A_TakeInventory("MakeARoll",1)
		boss x 0 A_TakeInventory("lanzalaputog",1)
		boss x 0 A_TakeInventory("SCOTRL")
	Goto Ready
		
		
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Zoom:
		fast a 0 A_JumpIfInventory("ZOOMED",1,1)
	Goto PoneElZoom
		boss a 0 
	Goto SacaElZoom
	
PoneElZoom:
		boss a 0 A_playsound("MOVE",5,2.0)
		5N1A ABC 1 A_GiveInventory("ZOOMED",1)
		5N1A DEFGGGGGGG 1 A_ZoomFactor(2.8)
	Goto ZReady

SacaElZoom:
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,30)
		boss x 0 A_TakeInventory("ZOOMED",1)
		boss x 0 A_TakeInventory("PUNCHIN",1)
		boss x 0 A_TakeInventory("MakeARoll",1)
		boss x 0 A_TakeInventory("lanzalaputog",1)
		boss a 0 A_playsound("MOVE",5,2.0)
		5N1A GFED 1 A_TakeInventory("ZOOMED",1)
		5N1A CBA 1 A_ZoomFactor(1)
		5N1R A 15 A_WeaponReady(WRF_AllowReload)
	Goto Ready


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ZFire:	
		boss a 0 ACS_NamedExecuteAlways("SetPlayerSpeed",0,10)
		boss a 0 A_playsound("SGCLICK",6,1.0)
		5N1A G 1 A_WeaponReady(WRF_Nofire)
		fast a 0 A_JumpIfInventory("SCOUTAMMO",1,1)
	Goto Ready
		boss a 0 Radius_Quake(4,2,0,24,0)
		boss a 0 Radius_Quake(4,15,0,24,0)
		boss x 0 A_TakeInventory("SCOUTAMMO",1)
		boss a 0 A_playsound("ScotF",1,0.75)
		boss a 0 A_ZoomFactor(2.65)
		boss a 0 A_AlertMonSters
		fast a 0 A_JumpIfInventory("CrouchCheck",1,"ZFire_Crouch")
		boss a 0 A_FireCustomMissile("ScotTracer", (FRandom(-0.1,0.1)), 0, 0, 13 ,0 ,(FRandom(-0.1,0.1)))
	Goto Continue_ZFire
ZFire_Crouch:
		boss a 0 A_FireCustomMissile("ScotTracer", (FRandom(-0.1,0.1)), 0, 0, 4 ,0 ,(FRandom(-0.1,0.1)))
Continue_ZFire:
		TNT1 AAA 0 A_FireCustomMissile("ESMOUC", (FRandom(-0.9,0.9)), 0 , 0 , -1 , 4 , (FRandom(-0.7,0.9)))
		boss a 0 A_FIRECUSTOMMISSILE("BREAKERBASE", 0, 1, 0, 1)
		boss A 0 A_FireCustomMissile("WeaponFireLight")
		5N1Z A 1 A_WeaponReady(WRF_Nofire)
		boss a 0 A_SetPitch(Pitch-6.3)
		5N1Z BCDDD 1 A_WeaponReady(WRF_Nofire)
		boss a 0 A_ZoomFactor(2.8)
		boss y 0 A_Giveinventory("RCorrector",30)
		fast a 0 A_Jump(128,2)
		boss a 0 A_SetAngle(Angle-0.1)
		fast a 0 A_Jump(256,1)
		boss a 0 A_SetAngle(Angle+0.1)
		boss a 0 A_playsound("DeathCasing",6,2.5)
		boss a 0 A_FireCustomMissile("CasingHHCDropper",0,0,8,3)
		boss a 0 A_playsound("MISCPICK",2,1.0)
		5N1Z EEFF 1 A_WeaponReady(WRF_Nofire)
		5N1A G 1 A_WeaponReady(WRF_Nofire)
	Goto ZReady
	

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Fire:
		fast a 0 A_JumpIfInventory("SCOTRL",1,"Ready")
		fast a 0 A_JumpIfInventory("ZOOMED",1,"ZFire")
		boss a 0 A_playsound("SGCLICK",6,1.0)
		5N1R A 1 A_WeaponReady(WRF_Nofire)
		fast a 0 A_JumpIfInventory("SCOUTAMMO",1,1)
	Goto Ready
		boss a 0 Radius_Quake(9,4,0,24,0)
		boss x 0 A_TakeInventory("SCOUTAMMO",1)
		boss a 0 A_playsound("ScotF",1,0.75)
		boss a 0 A_ZoomFactor(0.95)
		boss a 0 A_AlertMonSters
	Goto RecoilChecker
	
ContinueFire:
		boss AAA 0 A_FireCustomMissile("ESMOUC", (FRandom(-0.9,0.9)), 0 , 0 , -1 , 0 , (FRandom(-0.7,0.9)))
		boss a 0 A_FIRECUSTOMMISSILE("BREAKERBASE", 0, 1, 0, 1)
		boss A 0 A_FireCustomMissile("WeaponFireLight")
		5N1F AB 1 A_WeaponReady(WRF_Nofire)
		boss a 0 A_ZoomFactor(1)
		fast a 0 A_Jump(128,2)
		boss a 0 A_SetAngle(Angle-0.3)
		fast a 0 A_Jump(256,1)
		boss a 0 A_SetAngle(Angle+0.3)
		boss a 0 A_SetPitch(Pitch-19.0)
		boss a 0 A_playsound("DeathCasing",6,2.5)
		boss a 0 A_FireCustomMissile("CasingHHCDropper",0,0,6,-2)
		5N1F CDE 1 A_WeaponReady(WRF_Nofire)
		5N1R A 7 A_WeaponReady(WRF_Nofire)
		boss a 0 A_playsound("SGCLICK",6,1.0)
	Goto Ready

	
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RecoilChecker:
		fast a 0 A_JumpIfInventory("CrossHairUnt",4,"FireR4")
		fast a 0 A_JumpIfInventory("CrossHairUnt",3,"FireR3")
		fast a 0 A_JumpIfInventory("CrossHairUnt",2,"FireR2")
FireR0:
		boss a 0 A_FireCustomMissile("ScotTracer", (FRandom(-14.3,14.3)), 0, 0, 0 , 0 ,(FRandom(-7.3,7.3)))
		boss a 0 A_SetPitch(Pitch-0.95)
		boss y 0 A_Giveinventory("RCorrector",90)
		boss y 0 A_GiveInventory("CrossHairUnt",8)
	Goto ContinueFire
FireR1:
		boss a 0 A_FireCustomMissile("ScotTracer", (FRandom(-14.3,14.3)), 0, 0, 0 , 0 ,(FRandom(-7.3,7.3)))
		boss a 0 A_SetPitch(Pitch-1.35)
		boss y 0 A_Giveinventory("RCorrector",130)
		boss y 0 A_GiveInventory("CrossHairUnt",8)
	Goto ContinueFire
FireR2:
		boss a 0 A_FireCustomMissile("ScotTracer", (FRandom(-14.3,14.3)), 0, 0, 0 , 0 ,(FRandom(-7.3,7.3)))
		boss a 0 A_SetPitch(Pitch-1.65)
		boss y 0 A_Giveinventory("RCorrector",160)
		boss y 0 A_GiveInventory("CrossHairUnt",8)
	Goto ContinueFire
FireR3:
		boss a 0 A_FireCustomMissile("ScotTracer", (FRandom(-14.3,14.3)), 0, 0, 0 , 0 ,(FRandom(-7.3,7.3)))
		boss a 0 A_SetPitch(Pitch-1.75)
		boss y 0 A_Giveinventory("RCorrector",170)
		boss y 0 A_GiveInventory("CrossHairUnt",8)
	Goto ContinueFire
FireR4:
		boss a 0 A_FireCustomMissile("ScotTracer", (FRandom(-14.3,14.3)), 0, 0, 0 , 0 ,(FRandom(-7.3,7.3)))
		boss a 0 A_SetPitch(Pitch-2.15)
		boss y 0 A_Giveinventory("RCorrector",210)
		boss y 0 A_GiveInventory("CrossHairUnt",8)
	Goto ContinueFire
		
	
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	CrossHair:	
		fast a 0 A_JumpIfInventory("ZOOMED",1,"SinCross")
		fast a 0 A_JumpIfInventory("CrossHairUnt",12,"R30")
		fast a 0 A_JumpIfInventory("CrossHairUnt",11,"R29")
		fast a 0 A_JumpIfInventory("CrossHairUnt",10,"R28")
		fast a 0 A_JumpIfInventory("CrossHairUnt",9,"R27")
		fast a 0 A_JumpIfInventory("CrossHairUnt",8,"R26")
		fast a 0 A_JumpIfInventory("CrossHairUnt",7,"R25")
		fast a 0 A_JumpIfInventory("CrossHairUnt",6,"R24")
		fast a 0 A_JumpIfInventory("CrossHairUnt",5,"R23")
		fast a 0 A_JumpIfInventory("CrossHairUnt",4,"R22")
		fast a 0 A_JumpIfInventory("CrossHairUnt",3,"R21")
		fast a 0 A_JumpIfInventory("CrossHairUnt",2,"R20")
		TNT1 A 1 A_SetCrossHair(19)
		Loop
		
R30:
TNT1 AAAA 1 A_SetCrossHair(30)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R29:
TNT1 AAAA 1 A_SetCrossHair(29)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R28:
TNT1 AAAA 1 A_SetCrossHair(28)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R27:
TNT1 AAAA 1 A_SetCrossHair(27)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R26:
TNT1 AAAA 1 A_SetCrossHair(26)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R25:
TNT1 AAAA 1 A_SetCrossHair(25)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R24:
TNT1 AAA 1 A_SetCrossHair(24)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R23:
TNT1 AAA 1 A_SetCrossHair(23)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R22:
TNT1 AAA 1 A_SetCrossHair(22)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R21:
TNT1 AAA 1 A_SetCrossHair(21)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R20:
TNT1 AA 1 A_SetCrossHair(20)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R19:
TNT1 AA 1 A_SetCrossHair(19)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R18:
TNT1 AA 1 A_SetCrossHair(18)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R17:
TNT1 AA 1 A_SetCrossHair(17)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R16:
TNT1 AAA 1 A_SetCrossHair(16)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R15:
TNT1 AAAA 1 A_SetCrossHair(15)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R14:
TNT1 AAAAA 1 A_SetCrossHair(14)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R13:
TNT1 AAAAA 1 A_SetCrossHair(13)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R12:
TNT1 AAAAAA 1 A_SetCrossHair(12)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
R12:
TNT1 AAAAAA 1 A_SetCrossHair(11)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
SinCross:
TNT1 A 3 A_SetCrossHair(10)
boss x 0 A_TakeInventory("CrossHairUnt",1)
Goto CrossHair
	}
}





