
Actor NEWSGGUY : ShotgunGuy
{
Radius 15
Height 42
PainChance "BoomHeadShot", 255
PainChance 190
Health 100
DropItem "GrenadeI", 20
DropItem "RandomMedic", 40
DropItem "RevolverI", 1
	DropItem "StimPlI", 45
	Decal "ShellIChip1"
states
{
Spawn:
		fast aa 0
		boss a 0 A_SpawnItem("HeadShotBox10", 5, 40,0)
		SPOS A 10 A_Look
	Loop
See:
		boss a 0 A_SpawnItem("HeadShotBox5", 10, 40,0)
		SPOS A 4 A_Chase
		boss a 0 A_SpawnItem("HeadShotBox5", 10, 40,0)
		SPOS A 4 A_Chase
		boss a 0 A_SpawnItem("HeadShotBox5", 10, 40,0)
		SPOS B 4 A_Chase
		boss a 0 A_SpawnItem("HeadShotBox5", 10, 40,0)
		SPOS B 4 A_Chase
		boss a 0 A_SpawnItem("HeadShotBox5", 10, 40,0)
		SPOS C 4 A_Chase
		boss a 0 A_SpawnItem("HeadShotBox5", 10, 40,0)
		SPOS C 4 A_Chase
		boss a 0 A_SpawnItem("HeadShotBox5", 10, 40,0)
		SPOS D 4 A_Chase
		boss a 0 A_SpawnItem("HeadShotBox5", 10, 40,0)
		SPOS D 4 A_Chase
	Loop
	
Pain:
		boss a 0 A_CustomMissile ("Blood", 2, 0, random (0, 360), 2, random (0, 360))
		boss a 0 A_SpawnItem("HeadShotBox10", 5, 40,0)
		SPOS G 3
		SPOS G 6 A_Pain
	Goto See
		
Pain.BoomHeadShot:
		boss aaa 0 A_CustomMissile ("Blood", 2, 0, random (0, 360), 2, random (0, 360))
		boss a 0 A_SpawnItem("HeadShotBox30", 5, 40,0)
		SPOS G 3 A_Pain
		SPOS G 27
	Goto See
	
Death:
		fast a 0 A_Jump(128,"Death_ALT_Rotate")
		boss aaaaaaaa 0 A_CustomMissile ("Blood", 2, 0, random (0, 360), 2, random (0, 360))
		fast a 0 A_Jump(128,"AltDeath","AltDeath2")
		SPOS H 5
		SPOS I 5 A_Scream
		SPOS J 5 A_NoBlocking
		boss a 0 A_SpawnItem("ShotgunI")
		boss a 0 A_SpawnItemEx("ShellI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		SPOS K 5
		SPOS L -1
	Stop
	
AltDeath:
		SO2S A 5
		SO2S B 5 A_Scream
		SO2S CD 5 
		SO2S E 5 A_NoBlocking
		boss a 0 A_SpawnItem("ShotgunI")
		boss a 0 A_SpawnItemEx("ShellI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		SO2S F 5
		SO2S G -1
	Stop
	
AltDeath2:
		boss a 0 A_FaceTarget
		boss a 0 A_Recoil(2)
		SPOS G 4
		SPO4 A 5 A_Scream
		SPO4 B 5 
		SPO4 D 5 A_NoBlocking
		boss a 0 A_SpawnItem("ShotgunI")
		boss a 0 A_SpawnItemEx("ShellI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		SPO4 E -1
	Stop
	
	
	
	
Death.BoomHeadShot:
		fast a 0 A_Jump(178,"Death_BoomHeadShot_Rotate")
		boss aaaaaaaaaaaaa 0 A_CustomMissile ("Blood", 2, 0, random (0, 360), 2, random (0, 360))
		boss a 0 A_SpawnItem("ShotgunI")
		boss aa 0 A_SpawnItemEx("ShellI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360),SXF_NOCHECKPOSITION)
		boss a 0 A_playsound("HEADSHOOTGORE")
		boss aaaaaaaaaaaa 0 A_CustomMissile ("Blood", 2, 0, random (0, 360), 2, random (0, 360))
		SPDH A 1 A_Scream
		SPDH B 1 A_NoBlocking
		SPDH BCDEF 5
		SPDH F -1
	Stop
		
	
	
Missile:
		fast a 0 A_Jump(10,"GrenadeT")
FASTF:
		boss a 0 A_SpawnItem("HeadShotBox20", 5, 40,0)
		fast a 0 A_Jump(199,"FIREP")
		SPOS E 4 A_FaceTarget
		boss a 0 A_playsound("SGFIRE")
		SPOS F 2 BRIGHT A_CustomBulletAttack( 16 , 16 , 12 , 6 )
		SPOS FFF 3 BRIGHT
		boss a 0 A_playsound("SGPUMP1")
		SPOS E 7
		boss a 0 A_CustomMissile("SGCasingDropper")
		boss a 0 A_playsound("SGPUMP2")
		SPOS E 7
	Goto See
FIREP:
		boss a 0 A_SpawnItem("HeadShotBox20", 5, 40,0)
		SPOS E 6 A_FaceTarget
		boss a 0 A_playsound("SGFIRE")
		SPOS F 2 BRIGHT A_CustomBulletAttack( 8 , 8 , 12 , 6 )
		SPOS FFF 3 BRIGHT
		boss a 0 A_playsound("SGPUMP1")
		SPOS E 7
		boss a 0 A_CustomMissile("SGCasingDropper")
		boss a 0 A_playsound("SGPUMP2")
		SPOS E 7
	Goto See

GrenadeT:
		fast a 0 A_JumpIfCloser(600, 1)
	goto FIREP
		boss a 0 A_SpawnItem("HeadShotBox40", 5, 40,0)
		SPOS EEEE 8 A_FaceTarget
		boss a 0 A_CustomMissile("HGRANADE", 0, 7, 0, 0, 0)
		boss a 0 A_SpawnItem("HeadShotBox20", 5, 40,0)
		SPOS EE 8
	goto see
		
Death_ALT_Rotate:
		boss z 0 a_setscale(-1,1)
		Goto Death+1
Death_BoomHeadShot_Rotate:
		boss z 0 A_SetScale(-1,1)
		Goto Death.BoomHeadShot+1
		}
}


Actor SniperGuy : NEWSGGUY
{
Radius 15
Height 44
PainChance "BoomHeadShot", 255
Health 110
DropItem "GrenadeI", 80
DropItem "RandomMedic", 40
DropItem "RevolverI", 1
Translation "0:45=%[0,0,0]:[1.4,0.7,0]"
Decal "ClipHHChip"
states
{
Missile:
		fast a 0 A_Jump(10,"grenadet")
		boss a 0 A_SpawnItem("HeadShotBox50", 5, 40,0)
		SPOS EEE 4 A_FaceTarget
		boss a 0 A_playsound("SPRFIRE")
		boss a 0 A_playsound("FAR/MP5",8,1.0,0,0.1)
		SPOS F 10 BRIGHT A_CustomBulletAttack( 0 , 0 , 1 , 30 )
		SPOS FF 6 BRIGHT
		boss a 0 A_SpawnItem("HeadShotBox50", 5, 40,0)
		boss a 0 A_playsound("SGPUMP1")
		SPOS E 12
		boss a 0 A_CustomMissile("CasingHHCDropper")
		boss a 0 A_playsound("SGPUMP2")
		SPOS EE 12
		boss a 0 A_CPosRefire
	goto Missile+1
	
Death:
		fast a 0 A_Jump(128,"Death_ALT_Rotate")
		boss aaaaaaaa 0 A_CustomMissile ("Blood", 2, 0, random (0, 360), 2, random (0, 360))
		fast a 0 A_Jump(178,"AltDeath","AltDeath2")
		SPOS H 5
		SPOS I 5 A_Scream
		SPOS J 5 A_NoBlocking
		boss a 0 A_SpawnItem("ENFIELDI")
		TNT1 A 0 A_SpawnItemEx("ClipHHI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
		SPOS K 5
		SPOS L -1
	Stop
	
AltDeath:
		SO2S A 5
		SO2S B 5 A_Scream
		SO2S CD 5 
		SO2S E 5 A_NoBlocking
		boss a 0 A_SpawnItem("ENFIELDI")
		TNT1 A 0 A_SpawnItemEx("ClipHHI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
		SO2S F 5
		SO2S G -1
	Stop
	
AltDeath2:
		boss a 0 A_FaceTarget
		boss a 0 A_Recoil(2)
		SPOS G 4
		SPO4 A 5 A_Scream
		SPO4 B 5 
		SPO4 D 5 A_NoBlocking
		boss a 0 A_SpawnItem("ENFIELDI")
		TNT1 AA 0 A_SpawnItemEx("ClipHHI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
		SPO4 E -1
	Stop
	
Death.BoomHeadShot:
		fast a 0 A_Jump(128,"Death_BoomHeadShot_Rotate")
		boss aaaaaaaaaaaaa 0 A_CustomMissile ("Blood", 2, 0, random (0, 360), 2, random (0, 360))
		boss a 0 A_SpawnItem("ENFIELDI")
		boss aa 0 A_SpawnItemEx("ClipHHI",0,0,0,FRandom(0,5),0,FRandom(0,5),Random(1,360))
		boss a 0 A_playsound("HEADSHOOTGORE")
		boss aaaaaaaaaaaa 0 A_CustomMissile ("Blood", 2, 0, random (0, 360), 2, random (0, 360))
		SPDH A 1 A_Scream
		SPDH A 5
		SPDH B 1 A_NoBlocking
		SPDH BCDEF 5
		SPDH F -1
		Stop
		
Death_ALT_Rotate:
		boss z 0 a_setscale(-1,1)
		Goto Death+1
Death_BoomHeadShot_Rotate:
		boss z 0 A_SetScale(-1,1)
		Goto Death.BoomHeadShot+1
		}
}